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Thread: Legacy of Blood (character sheets)

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    Mar 2006
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    Default Legacy of Blood (character sheets)

    Evil is...a moral entity and not a created one, an eternal and not a perishable entity: it existed before the world; it constituted the monstrous, the execrable being who was also to fashion such a hideous world. It will hence exist after the creatures that people this world.

    -Marquis De Sade, L'Histoire de Juliette, ou les Prosperites du Vice


    All that is necessary for the triumph of evil is that good men do nothing.

    -Edmund Burke (1770)

    Brahmin Klara Drakov of Falkovnia female human Fighter 4/Ranger 5 [CuL 7 Medieval]
    long legs, claw-like hands, long blonde hair, hot-tempered blue eyes, crimson brand like dried blood on forehead in shape of a wing-spread hawk, armed to the teeth, 6'1", 150 lbs.
    Brahmin Caspar von Zarovich of Barovia, "Strahd's Sword" male human Fighter 4/Wizard [Transmuter] 5 [CuL 7 Medieval]
    bald, piercing & overbearing brown eyes that glow in firelight, black cape trimmed in red, black breeches, black boots, breath smells of alcohol, very hairy neck, 6'1", 179 lbs.
    Kshatriya Tsura Godefroy of Mordent, female half-vistana Bard 5/Accomplished Medium 3/Mystic Theurge 1 [CuL 9, Renaissance]
    painfully skinny & underfed, pale silk cloak, striped stockings, tophat, gaudily bejeweled, milky white skin, long curly red hair, 5'10", 100 lbs.
    Kshatriya Lucien Renier of Richemulot, Giogoto male human Fighter [Free-Hand] 6/Avenger 2 [CuL 8 Chivalric]
    tall, suspicious darting brown eyes, twin bite scar on neck, long straight black hair, very clean dark brown cloak, 6'4", 194 lbs.
    Vaishya Ryth Zellari of Tsil Ocar male human (raised by dwarves) Ranger 9 [CuL 8 Chivalric (Outlander)]
    visibly overworked, protruding chin, hooded green cloak, dark circles around green eyes hid in shadows of hood, short grey beard, 6'1", 185 lbs.

    Str: 18 Klara, 18 Caspar, 16 Ryth, 13 Tsura, 12 Lucien
    Dex: 21 Ryth, 20 Lucien, 15 Tsura, 14 Caspar, Klara 14
    Con: 18 Caspar, 16 Klara, 14 Lucien, 14 Ryth, 13 Tsura
    Int: 18 Caspar, 18 Tsura, 16 Klara, 15 Lucien, 13 (8) Ryth
    Wis: 18 Ryth, 18 Tsura, 16 Klara, 14 Caspar, 14 Lucien
    Cha: 21 Tsura, 17 Lucien, 16 Caspar, 14 Klara, 13 Ryth


    Horrors Abound
    Lucien: Moderate Horror Effect [Enraged]: at the preternatural sight of a vampire. Lucien must drop anything he's holding that's not a weapon and rush forward and attack the creature. The blind fury he's in acts as a barbarian's rage ability with the following exceptions: unlike a barbarian, Lucien cannot control his actions. He cannot retreat from the battle and will not stop attacking until all vampires present are destroyed. If an ally is blocking the way, he will strike him/her down to get to the source of the horror. Jan 29th. DC 20 plus modifiers for recovery rolls.

    Madness Abound

    Conditions, Spells & Feats in Effect
    Klara darkvision 7 hours
    Lucien darkvision 7 hours; dead man walking
    Tsura darkvision 5 hours.
    Caspar darkvision, shield
    Ryth -5 Int drain, Back Against the Wall

    Mistfinder Link

    Campaign Starting Date January 13th, Year 783 Barovian Calendar. Current Date with full party: Feb 10
    Moon Jan 13th is the first night of the New Moon (and campaign), no moon visible in the night sky.
    Caspar 28, Lucien 28, Ryth 28, Tsura 28, Klara 28

    Daily Morning Stuff
    Roll Percentile for Klara

    Outcast Rating apply these on your character sheets. Rules for Outcast Ratings are on page 1 of the PF Ravenloft thread. Outcast Ratings now include Caste System of Sri Raji, affecting Cha-based skill checks (except Handle Animal, since animals don't recognize the Caste System).
    1 Lucien Renier of Richemulot [+1 Kshatriya caste]
    1 Caspar von Zarovich of Barovia [+1 Caress (fangs), +0 Brahmin caste] plus +1 with strangers (Piercing Gaze)
    2 Klara Drakov of Falkovnia [+1 The Caress, +1 The Enticement, +0 Brahmin caste]
    3 Ryth Zellari of Mithia [+1 Outlander, +2 Vaishya caste]
    3 Tsura Godefroy of Mordent [+2 Half-Vistana, +1 Kshatriya] plus +1 w/ creature with Wisdom 12+, +4 with The Vistana

    Caspar: Balok, Luktar, Vaasi, High Mordentish, Draconic, Falkovnian, Darkonese, Rajian
    Klara: Falkovnian, Balok, Darkonese, High Mordentish, Luktar, Lamordian
    Ryth: Balok (Similar enough to Plainsman Common from his home world to speak and understand), Dwarven, Mordentish
    Tsura: High and Low Mordentish, Patterna, Darkonese, Vaasi, Balok, Falkovnian, Lamordian, Sithican
    Lucien: High and Low Mordentish, Darkonese

    Perception, Vision & Light
    +16 Perception Ryth [Darkvision 60, plus +4 vs undead, +2 vs humans, +4 in cold, +2 in plains]
    +13 Perception Klara [plus +4 vs humans, +2 vs undead, +2 in forest]
    +12/+12 Perception Tsura [always gets 2 rolls]
    +11/+11 Perception Caspar [Blind-Fight, eyes easily reflect making them appear to glow in the dark, -1 in normal light, Sword of the Bat 30 feet]
    +7 Perception Lucien

    Initiative [Average Party Initiative when altogether: +4] +6 Lucien, +5 Ryth [plus +4 in cold, +2 in plains], +2 Klara [plus +2 in forest], +2 Caspar, +2 Tsura [may reroll but must take second result]

    104/53 Caspar [-25 fire, -12 bludgeoning, -14 acid]
    100/24 Klara [(8 bullet holes in armor), -63 bludgeoning, -13 acid]
    93/13 Ryth [-13 acid, -59 bludgeoning] Back Against the Wall
    81/32 Lucien [-31 fire, -16 self-inflicted wounds, -11 acid]
    63/30 Tsura [-5 fire, -19 bludgeoning]

    22 Lucien [+5 dex, +4 dodge, +6 armor] plus +1 dodge bonus when wielding one light or one-handed weapon, +2 combat expertise, +4 mobility
    16 Klara [+2 dex, +4 msk chain shirt] plus +5 w/ heavy steel shield [plus -2 when enraged]
    18 Ryth [+5 dex, +3 studded leather armor] plus +2 when Back to the Wall
    16 Tsura [+2 dex, +4 msk chain shirt]
    12 Caspar [+2 dex] plus +4 armor with mage armor spell, +4 shield with shield spell Current 20 (+2 dex, +4 mage armor, 4 more hours, shield)

    Fear Saves
    +12 Klara [plus +2 while raging, +2 after succeeding a Fear or Horror save in the same encounter]
    +12 Tsura [plus -1 profane penalty within 30 feet of Klara in Sinkholes of Evil, -1 during periods of the full moon]
    +10 Caspar [plus +4 vs mundane Fear checks prompted by creatures with spell-like or supernatural abilities, -1 profane penalty within 30 feet of Klara in Sinkholes of Evil]
    +9 Ryth [plus -1 profane penalty within 30 feet of Klara with Sinkholes of Evil]
    +5 Lucien [plus +2 when in state of focus after nemesis, -1 profane penalty within 30 feet of Klara in SInkholes of Evi, +2 after succeeding a Fear or Horror save in the same encounter]

    Horror Saves
    +12 Tsura [plus -1 profane penalty within 30 feet of Klara in Sinkholes of Evil, -1 during periods of the full moon]
    +10 Caspar [plus +4 vs mundane Horror checks prompted by creatures with spell-like or supernatural abilities, -1 profane penalty within 30 feet of Klara in Sinkholes of Evil]
    +9 Lucien [plus +2 when in state of focus after nemesis, -1 profane penalty within 30 feet of Klara in Sinkholes of Evil, +2 after succeeding a Fear or Horror save in the same encounter]
    +9 Ryth [plus -1 profane penalty within 30 feet of Klara in Sinkholes of Evil]
    +8 Klara [plus +2 while raging, +2 after succeeding a Fear or Horror save in the same encounter]

    Madness Saves
    +5 Casper [plus +4 vs mundane Madness checks prompted by creatures with spell-like or supernatural abilities, -1 profane penalty within 30 feet of Klara in Sinkholes of Evil]
    +5 Ryth [plus -1 profane penalty within 30 feet of Klara in Sinkholes of Evil]
    +4 Tsura [plus -1 profane penalty within 30 feet of Klara in Sinkholes of Evil, +1 during periods of the full moon.]
    +1 Klara [plus +2 when raging, +2 after succeeding a Fear or Horror save in the same encounter]
    +1 Lucien [plus +2 when in state of focus after nemesis, -1 profane penalty within 30 feet of Klara in Sinkholes of Evil, +2 after succeeding a Fear or Horror save in the same encounter]

    Fortitude Saves
    +11 Klara [plus +2 while raging, +4 vs nonlethal damage from hot or cold environments and damage from suffocation, +2 after succeeding a Fear or Horror save in the same encounter]
    +9 Ryth [plus +4 to resist nonlethal damage from nonlethal damage from hot or cold environments, +4 to resist damage from suffocation] Nine Lives
    +8 Caspar
    +8 Lucien [plus -8 vs curse of lycanthropy to become a wererat, +2 after succeeding a Fear or Horror save in the same encounter]
    +5 Tsura [immune to level drain]

    Reflex Saves
    +11 Ryth [evasion]
    +7 Klara [plus +2 after succeeding a Fear or Horror save in the same encounter]
    +7 Tsura
    +7 Lucien [plus +2 after succeeding a Fear or Horror save in the same encounter]
    +4 Caspar

    Will Saves
    +12 Tsura [immune to possession]
    +9 Caspar [plus +4 resistance vs spells, spell-like effects, and supernatural effects, various penalties for Taint of the Blood (Thirst for Blood) -1 to -5 (Gundarakite rebels and Dilisyna's always -5), -2 the Caress penalty vs Taint of the Blood (Thirst for Blood)]
    +9 Ryth [] Nine Lives
    +7 Klara [plus +2 when raging, +4 vs opponents that know her name but shouldn't, +2 after succeeding a Fear or Horror save in the same encounter]
    +5 Lucien [plus +2 when in state of focus after nemesis, +2 after succeeding a Fear or Horror save in the same encounter]

    27 Ryth
    25 Klara [plus +2 when raging]
    24 Lucien [plus +4 vs disarm; +1 vs disarm, feint, distract, +1 in state of focus after nemesis]
    22 Caspar
    17 Tsura

    SKILLS [ACP: 0 Caspar, 0 Klara (-1 w/ shield, can vary), -1 Tsura [armor], -1 Ryth [armor], -1 Lucien [armor]] *ACP applies (not included below). Outcast Ratings ARE included below to Bluff, Diplomacy, Disguise, Handle Animal, and Perform checks, and a circumstance bonus on Intimidate checks. Modifiers in brackets are not included in the total.

    Acrobatics* +15 Caspar, +14 Ryth, +11 Klara, +10 Tsura, +7 Lucien
    Appraise +4 Caspar, +4 Tsura, +2 Klara, +2 Lucien, +1 Ryth,
    Bluff +18 Tsura [versatile performance], +3 Caspar [plus -1 w/ strangers], +2 Lucien [plus +2 in dealings with wererats and rodent-like monsters], +2 Klara [plus +4 vs humans, +2 vs undead], -2 Ryth [plus +4 vs undead, +2 vs humans]
    Climb* +12 Ryth, +10 Klara [plus +2 w/ climber’s kit], +8 Caspar, +6 Lucien [+2 when in state of focus after nemesis], +1 Tsura
    Craft (bowyer/fletcher) +8 Ryth
    Diplomacy +10 Tsura, +8 Lucien [plus +2 to gather information, +2 in dealings with wererats and rodent-like monsters], +6 Caspar [plus -1 w/ strangers], +2 Klara [plus +2 w/ Falkovnian citizens, -1 w/ non-Falkovnians], -2 Ryth
    Disable Device* (trained only) -
    Disguise +10 Tsura, +2 Lucien, +3 Casper [plus -1 w/ strangers], +2 Klara [plus +4 circumstance bonus to disguise herself as a non-Falkovnian], -2 Ryth
    Escape Artist* +5 Ryth, +5 Lucien, +4 Tsura, +2 Caspar, Klara +2
    Fly +8 Caspar
    Handle Animal (trained only) +9 Klara, +8 Lucien [plus +2 with rodents], +5 Ryth
    Heal +14 Ryth [plus +2 w/ healer’s kit), +9 Klara, +4 Tsura, +2 Caspar
    Intimidate +20 Tsura, +14 Klara [plus +2 vs Falkovnian citizens, -1 vs. non-Falkovnians], +11 Lucien, +9 Caspar [plus +1 w/ strangers], +9 Ryth
    *Knowledge checks: all Knowledge checks in Ravenloft may be attempted untrained.
    Knowledge (arcana) +16 Tsura, +10 Caspar, +3 Klara, +2 Lucien, +1 Ryth
    Knowledge (dungeoneering) +13 Tsura, +8 Caspar, +7 Lucien, +7 Ryth, +3 Klara
    Knowledge (engineering) +8 Caspar, +7 Lucien, +4 Tsura, +3 Klara, +1 Ryth
    Knowledge (geography) +14 Tsura, +8 Caspar, +8 Klara [plus +2 in forests], +7 Ryth [plus +4 in cold, +2 in plains], +2 Lucien
    Knowledge (history) +13 Tsura, +8 Caspar, +7 Klara [plus +4 Barovian history], +2 Lucien, +1 Ryth
    Knowledge (local) +12 Klara [plus +4 vs humans], +12 Caspar, +6 Lucien, +4 Tsura, +1 Ryth [plus +2 w/ humans]
    Knowledge (nature) +14 Tsura [+3 vs werebeasts], +11 Klara, +10 Ryth, +8 Caspar, +2 Lucien [+1 vs wererats]
    Knowledge (nobility) +13 Tsura, +8 Caspar, +6 Klara [plus +4 w/ Von Zaroviches and Dilisnyas], +2 Lucien, +1 Ryth
    Knowledge (planes) [-10 penalty to all rolls]: +13 Tsura, +8 Caspar, +5 Klara, +3 Ryth, +3 Lucien
    Knowledge (religion) +18 Tsura, +11 Klara [plus +2 vs undead, +4 vs vampires (these stack)], +8 Caspar, +3 Ryth [plus +4 vs undead], +2 Lucien
    Linguistics (trained only) +11 Tsura, +10 Caspar, +4 Klara [untrained], +2 Ryth
    Perform (dance) +3 Lucien
    Perform (comedy) +18 Tsura [versatile performance Bluff, Intimidate]
    Ride* +11 Lucien, +9 Ryth, +7 Klara, +7 Caspar, +4 Tsura
    Sense Motive +12 Tsura, +12 Lucien, +4 Ryth [plus +4 vs undead, +2 vs humans], +3 Klara [plus +4 vs humans, +2 vs undead], +2 Caspar
    Sleight of Hand (trained only)* +12 Tsura
    Spellcraft (trained only) +16 Tsura, +15 Caspar, +8 Ryth
    Stealth* +17 Ryth [plus +4 in cold, +2 in plains], +10 Klara [plus +2 in forests], +5 Lucien, +3 Tsura, +2 Caspar
    Survival +16 Ryth [plus +3 to idenitfy and follow tracks, can move at normal speed following tracks, does not leave trail in cold or plains, +4 in cold, +2 in plains, +4 vs undead, +2 vs humans], +12 Tsura, +11 Lucien [plus +1 to follow tracks], +11 Klara [plus +1 to follow tracks, +4 vs humans, +2 vs undead, +2 in forests, does not leave trail in forests], +10 Caspar
    Swim* +8 Klara [+4 swim checks made to resist nonlethal damage from exhaustion], +8 Caspar, +3 Ryth, +1 Lucien [+2 when in state of focus after nemesis], +1 Tsura,
    Use Magic Device (trained only) +11 Tsura

    Chapter 1: Into the White [Klara] p. 1
    Chapter 2: The Sanctioned Hour [Caspar] p. 1
    The Three-Fingered Hand, p. 3
    Chapter 3: Bottled Lightning [Skurn] p. 1
    Chapter 4: The Mists [Ryth] p. 1
    Laws of the State of Barovia, p. 2
    Tribe of Madame Babooshka, p. 4
    The Evil Eye, p. 5
    Vardo, p. 8
    Ryth's Tarokka Reading [Focus Card: The Innocent; Recent Past: Six of Stars, The Evoker; Distant Past: Nine of Coins, The Miser; Near Future: The Temptress; Near-Term Foe: Five of Glyphs, The Druid, reversed; Near Tern Ally: Ten of Glyphs, The Master of Glyphs; Ultimate Nemesis: The Hangman; Ultimate Ally: The Beast, reversed; Ultimate Fate: Eight of Stars, The Necromancer], p. 5
    Chapter 5: Endless Shades of Grey [Ludwig] p. 2
    Chapter 6: The Dark Closet [Klara & Ludwig & Skurn] p. 9
    Wolf Painting, p. 11
    The Bad Thing, p 17
    Beneath the Willow, Gerta's Final Repose, p. 19
    The Golden Blade of Ren, p. 27
    Skurn's Curse on Klara, p. 32
    Chapter 7: The Crimson Road [Caspar & Ryth] p. 12
    Barovian Couple, p. 18
    Chapter 8: To Render Up The Tale [Ludwig] p.19
    Chapter 9: Of Mice and Madness [Ludwig] p. 21
    Poem for Ludwig, p. 25
    Chapter 10: Dark of the Moon [Ryth] p. 26
    Map of Vorostokov, p. 29
    Chapter 11: Szabadzag!! [Caspar] p. 28
    Holy Symbol of Hala p. 43
    Chapter 12: Blood of the Haunted, p. 29 [Ryth & Tsura]
    The Black Wolf p. 39
    Mikhail Zolnik p. 42
    Chapter 13: The Enticement, p. 36 [Klara & Ludwig]
    The Broken Ones, p. 49
    Cut Scene: Schloss AuBrecker, Mathilde's Escape, p. 62
    Smeeta Von AuBrecker p. 63
    Chapter 14: Fortunes of Madness, p. 42 [Novana]
    Madame Eva, p. 42
    Novana's Tarokka Reading [Focus Card: Two of Stars, The Diviner p. 44; Recent Past: Seven of Stars, The Illusionist p. 48; Distant Past: Nine of Glyphs, The Heretic p. 49; Near Future: The Horseman p. 51; Near-Term Ally: Five of Glyphs, The Druid, reversed p. 51; Near-Term Foe: The Marrionette p. 52; Long-Term Ally: Ten of Stars, The Master of Stars (Azalin Rex) p 51;, Long-Term Nemsis: Focus Card, herself p. 52;
    Chapter 15: The Struggle to Survive, p. 44 [Ryth & Tsura]
    Gregor Zolnik p. 53
    The Arayashka p. 56
    Chapter 16: Secret for a Secret, p. 45 [Lucien]
    Javier Renier, p 53
    Jacqueline Renier, p 54
    Vistana Captain, p 57
    Madame Polushka, p 59
    Lucien's Tarokka Reading: [Focus Card: Ace of Swords, The Avenger, reversed p. 60; Recent Past: The Horseman p. 61; Distant Past: The Temptress, reversed p. 61; Near-Term Foe: Three of Stars, The Enchanter, Reversed p 62; Near-Term Ally: Eight of Glyphs, The Bishop p 62]
    Chapter 17: Darkness and Mist, p. 55 [Caspar & Novana]
    Chapter 18: The Whistling Fiend, p 63 [Caspar & Novana]
    The Whistling Fiend p. 63
    Chapter 19: The Rat and the Rye p. 65 [Lucien]
    Ardonk Szerieza p. 65
    Chapter 18: The Whistling Fiend (continued) p. 66 [Caspar, Novana, Lucien]
    Chapter 20: The Frozen Dead p. 70 [Ryth & Tsura]
    Werewolf shattering through Igor's window p. 71
    Tsura and The Black Wolf p. 72
    The weaving spirit sister of Gregor Zolnik p. 72
    Chapter 21: Strangers in a Strange Land p. 70 [Lucien & Novana]
    Played Tabletop, lost chronicle.
    Chapter 22: The Gates of Zeidenburg p. 71 [Lucien & Novana]
    Chapter 23: Travels of Unlikely Bedfellows p. 72 [Klara]
    Played Tabletop, posted summary by Spas.
    Part 2 p. 73
    Part 3 p. 73
    Part 4 p. 74
    Chapter 24: The Finger p. 73 [Ludwig]
    Quartier Marchand of Port-a-Lucine p. 73
    Chapter 25: Salt Or Sewage p. 74 [Klara]
    Rudolph von Aubrecker, The Living Brain p. 79
    Chapter 26: The Hunt p. 74 [Ryth & Tsura]
    The Witches of the Woods p. 75
    Chapter 27: The Battle of Frozen Twilight p. 76 [Ryth & Tsura]
    Chapter 28: The Spice of Undeath p. 79 [Lucien & Novana]
    Vampiress orgy p. 79
    Chapter 29: The Keep of Forgetting p. 81 [Caspar]
    Chapter 30: Nail Biting p. 83 [Ryth & Tsura]
    Tsura on her knees under the full moon p. 85
    Chapter 31: Horseflies & Yellow Jackets p. 84 [Ryth]
    Huffing and Puffing Oscar p. 88
    Falkovnian Leper Colony p. 90
    Chapter 32: Dread Possibilities p. 85 [Caspar, Lucien, Novana]
    Lyssa von Zarovich p. 89
    Dinner with Lyssa von Zarovich played tabletop
    Chapter 33: Phantasmagoria p. 86 [Tsura]
    Shadowborn Manor p. 86
    Tsura in The Phantasmal Forest and courtyard of Shadowborn Manor p. 87
    The Thundering Carriage p. 87
    Godefroy family crest p. 87
    Chapter 34: The Eyes of the Panther p. 87 [Tsura]
    Alexi p. 87
    Nikolas p. 87
    Piotr p. 88
    Nabon p. 88
    The Nymph of Valachan p. 89
    Assassin Bug p. 101
    Black Leopards dragging paralyzed Tsura to Castle Pantera p. 101
    Baron Urik Von Kharkov p. 105
    Chapter 35: The Harbringer of Death p. 93 [Klara, Skurn]
    Chapter 36: Sword Wights & Fang Bites p. 94 [Caspar, Novana, Lucien]
    Sheriff von Zarovich p. 94
    Castle Ravenloft p. 107
    Chapter 37: The Guilt of Sithicus p. 96 [Sienna]
    Jameld of Hroth p. 96
    Chapter 38: Stranger's Crossing p. 102 [Ryth, Klara]
    Chapter 39: The Blightwood p. 105 [Sienna]
    Chapter 40: The Tiger's Gaze p. 108 [Caspar, Klara, Lucien, Novana, Ryth, Sienna, Tsura]
    Stalking Bengal Tiger p. 108
    Holy Symbol of Kali p. 109
    Figurine of White Porcelain Tiger p. 111
    Chapter 41: The Bellydancing Tree p. 112 [Caspar, Klara, Lucien, Novana, Ryth, Sienna, Tsura]
    Death of Bargy the Wolfslayer p. 113
    Chapter 42: Spinning the Web p. 116 [Caspar, Klara, Lucien, Ryth, Tsura]
    Minja p. 116
    City of Pakat p. 117
    Zind & Ameer, Artisans p. 118
    Cut Scene: Musings of a Stalker p. 118
    Chapter 43: Web of Illusion p. 118 [Caspar, Klara, Lucien, Ryth, Tsura]
    Chapter 44: Dark Desires p. 119 [Caspar, Klara, Lucien, Ryth, Tsura]
    The Five Figurines p. 119
    Jahed, leader of The Stalkers p. 120
    Chapter 45: The Eyes of Kali p. 120 [Caspar, Klara, Lucien, Ryth, Tsura]
    Dark Sister Assassin of Kali p. 121
    Jahed, weretiger in hybrid form p. 122
    The Stalkers p. 122
    Ryth dying in the Red Rain p. 124
    Chapter 46: Jahed's Plan p. 124
    Heavy Crossbow of ash wood with runes painted in red dye p. 124
    Chapter 47: The University of Tvashti p. 125
    The City of Tvashti p. 125
    Dr. Ramaloo, High Brother of Tvashti p. 125
    Dr. Gaeta p. 126
    Dr. Anonymous p. 126
    Van Richten's Guide to Werebeasts p. 126
    Liam the Lion p. 127
    The Rat p. 127
    Ryth's Red-Rimmed Eyes p. 127
    Dr. Kamla, Stygian Attendant p. 128
    Chapter 48: The University of Tvashti, Part 2
    played tabletop with Klara and Caspar
    Chapter 49: The Weapon, Reforged p. 131
    Chapter 50: Mahakala p. 132
    Mahakala, "The Maw" p. 132
    Ryth, electrocuted p. 136
    Lord Arijani p. 139
    Hebi-On-Onna p. 139
    Shadow Fiends p. 140
    Shadow Asps p. 141
    Shadow Fiend through Darkvision p. 141
    The Egg p. 144

    Talena Von Zarovich, p. 1
    Lord Balfour de Castelle, p. 1
    Lela the Prastona [Tantric Ability feat] p. 8
    Dominic d'Honaire, p. 11
    The Bad Thing, p. 17
    Juliska, Red Vardo Trader, p. 20
    Madame & Monsieur Croquemitaine, p. 36
    The Scissorman, p. 36
    Alligator Lenny, p. 36
    Mister Fox, p. 36
    Madame Eva, p. 42
    Mikhail Zolnik, p. 42
    Goodwife Vona, Hallowed Witch of Hala, p. 45
    Gregor Zolnik, p. 53
    Javier Renier, p. 53
    Jacqueline Renier, Ruler of Richemulot, p 54
    Madame Polushka, p. 59
    The Whistling Fiend, p. 63
    Smeeta Von Aubrecker, p. 63
    Ardonk Szerieza, p. 65
    The Witches of the Woods, p. 75
    Rudolph Von Aubrecker, The Living Brain, p. 79
    Alexi p. 87
    Nikolas p. 87
    Piotr p. 88
    Nabon p. 88
    Oscar the Dwarf of Tempe Falls p. 88
    Lyssa von Zarovich p. 89
    Sheriff von Zarovich p. 94
    Jameld of Hroth p. 96
    Baron Urik Von Kharkov p. 105
    Castle Ravenloft p. 107
    Minja p. 116
    Zind & Ameer p. 118
    Jahed, leader of The Stalkers p. 120
    Jahed, weretiger in hybrid form p. 121
    Dr. Ramaloo, High Brother of Tvashti p. 125
    Dr. Gaeta p. 126
    Dr. Anonymous p. 126
    Liam the Lion p. 127
    Dr. Kamla p. 128
    Lord Arijani p. 139
    Hebi-On-Onna p. 139

    NPCs & Traits & Feats & Such
    Maiden Dapplewort, p. 1: wears too much make-up, open sore on her face (mostly covered by make-up), hates vistani, truthful
    Josette, p. 1: fangs, hums a lot, truthful, strong opinions of culture
    Hubert, p. 2: black hands, alcohol breath, multiple personalities, deluded. Skill Focus (Handle Animal), Skill Focus (Diplomacy). R.I.P. [Black Pudding]
    Gerta von Aubrecker, p. 2: stray eye, strange glowing eyes, naive, no sense of humor. Pout & Cry feat. R.I.P. [Skurn]
    Zaharia, p. 11: nervous eye twitch, skinny & underfed, overbearing, spendthrift [stablehand of Talena Von Zarovich]
    Augustin (Lamordian Musketman), p. 12: hacking cough, facial blemishes, pessimist, trusting R.I.P. [Lamordian Grizzly Bear]
    Dieter (Lamordian Musketman), p. 12: sings a lot, protruding chin, neurotic, Invidian Heart. Major Horror Effect [Mental Shock] (30 days) R.I.P. [Lamordian Grizzly Bear]
    Mathilde (Maid), p. 17: deaf, slurs words, individualist, skeptic of the supernatural (escaped from Scloss AuBrecker)
    Akil the Kartakan Meekulbrau merchant (last seen in Zeidenberg), p 17: red hair, monocle, helpful, lazy.
    Anica (Barmaid at The Grizzled Boar), p. 17: has lice, very dirty fingernails, Open Mind, amnesia.
    Juliska, Red Vardo Trader, p 20: smokes a pipe, hands shake, collector of weapons, strong opinions on politics
    Rebeka Ditrau, p 28: stern, distinctive jewelry (amulet), clean, pessimist, rude
    Vona, Witch of Hala in Teufeldorf, p 43: short, distinctive jewelry, hot tempered, multiple personalities
    Xavier Renier: has a prominent birthmark on his cheek and neck, hunched back, jumpy, hot tempered. [missing]
    Felise Renier (Dubois): overly perfumed, delicate hands, reverent (to Ezra), passionate hobbyist (collects ceramics) [Lucien's mother in Pont-a-Museau]
    Bernart Renier [traits: strong body odor, claws, cowardly, uncommited]. p 50 sent to Lamordia
    Crespin Renier [traits: smokes a pipe, prominent wart on cheek, fears vistana, jealous]. p 50 sent to Lamordia
    Folcaut Renier [traits: fat, pale and gaunt, hallucinates, collector of wine]. p 50 sent to Silbervas
    Jaufres Renier [traits: always shredding something, tattoo of a rat on shoulder, bookish, no sense of humor]. p 50 sent to Silbervas
    Lambert Renier [traits: strong body odor, hands shake, jokester, fearful of magic]. p 50 sent to Castle Misiricordia
    Raimond Renier [traits: broad shouldered, strong body odor, fears the night, hates vistani]. p 50 sent to Castle Degravo
    Darzin Morcantha random traits: very hairy neck, blind, collector of coins, sexist. p 50 R.I.P [Gundarakite Bear Trap & Scythe Trap]
    Smeeta Von Aubrecker random traits: crying, vacant eyes, jumpy, cowardly [Pout Feat, Madness Effect] R.I.P. [Klara's battle with The Living Brain]
    Mole the Caliban of The Keep of Forgetting [hunched back, hands shake (makes keys jingle), one eye much larger than the other, fascinated by magic, pessimist]
    Minja [masked, brave, meek, trustworthy]

    Beasts & Traits
    Tabby the Orange Cat traits: mute, jokester. (belongs to Goodmother Vona)
    Last edited by Bong Bellowsmoke; 07-14-2014 at 02:57 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    “I will,” Darvig uttered.

  2. #2
    Join Date
    Feb 2010
    Within the cone nebula

    Default Caspar

    Caspar Von Zarovich (Ftr4/Wiz5<transmuter>), son of Lady Talena Von Zarovich of Barovia

    medium (human) 6'1" 179 pounds 28 years old
    Traits: Breath smells of alcohol, naive, overbearing with a very hairy neck.
    Magical Knack:Wizard-Caspar gains a +2 trait bonus to his wizard caster level as long as his bonus doesn't raise his caster level above his current hit die.
    Reckless: Caspar gains a +1 bonus on acrobatics checks, and acrobatics is always a class skill for him.
    Languages: Balok, Vaasi, High Mordentish, Draconic, Falknovian, Darkonese, Luktar, Free Rajian
    Favored Class: Fighter +4 hit points.
    XP: 51547

    Str 18 +4
    Dex 14 +2
    Con 17 +3(18+4) Physical Enhancement; specialty school[transmutation] ability)
    Int 18 +4
    Wis 14 +2
    Cha 16 +3

    :30', Initiative: +2, Senses: +10/+9 in daylight
    Hit Die (4d10+5d6) 55 + 27con +9 feat +4 favored class fighter HP:58/95/104with con physical enhancement
    AC: 12 (+2 dex) 16 (+2 dex, +4 mage armor) 20 (+2 dex, +4 mage armor, +4 shield)
    Current: 20
    Attacks: Base Attack +6 -1 to attack in daylight
    melee attack: +10/+5
    Sword of the Bat +15/+10 d8+10 19/20 x2 1H power attack +13 d8+14;2h power attack +13 d8+18
    masterwork dagger +11/+6 d4+4
    ranged attack: +8
    CMD: 22 (10 +6BA +4STR +2DEX)

    Saving Throws
    Fortitude +8 (+5 base, +3 Con)
    Reflex +4 (+2 Base, +2 Dex)
    Will +9 (+5 Base, +2 Wis, +2 Iron will)

    Fear +10 (+5 Base, +2 Wis, +2 Iron will, +1 Bravery)
    Horror +10 (+5 Base, +2 Wis, +2 Iron will, +1 Bravery)
    Madness +5/+9 (+5 Base, -2 Wis, +2 Iron will)/ +4 logical mind)


    Bonus feat: Ancestral Legacy (Sword of the Bat)
    1st level: Blind-fight
    Bonus Human:Toughness
    Bonus Fighter: power attack
    Bonus Ravenloft: Piercing Gaze
    Bonus Fighter 2: weapon focus: longsword
    Bonus Wizard: Scribe Scroll
    3rd level: iron will
    5th level: logical mind
    7th level: combat casting
    Bonus Fighter 4th: weapon specialization(longsword)
    bonus Wizard 5th: craft wondrous item
    9th level: Commanding Gaze (family feat)

    Skills: 62
    acrobatics:+15 (9ranks +2DEX +1trait +3 class bonus)
    climb:+8 (1rank +4STR +3 class bonus)
    diplomacy +6 (4rank +3CHA -1 OR ) -1 vs strangers from Piercing Gaze
    fly:+8 (3ranks +2DEX +3 class bonus)
    handle animal:+3 (+3CHA)
    intimidate:+9/+10 vs strangers (2ranks +3CHA +3 class bonus +2 OR)
    Knowledge(Arcana)*:+10 (3ranks +4INT +3 class bonus)
    Knowledge(Dungeoneering):+8 (1rank +4INT +3 class bonus)
    Knowledge(Engineering):+8 (1ranks +4INT +3 class bonus)
    Knowledge(Geography):+8 (1rank +4INT +3 class bonus)
    Knowledge(History):+8 (1rank +4INT +3 class bonus)
    Knowledge(Local):+12 (6rank +4INT +3 class bonus)
    Knowledge(Nature):+8 (1rank +4INT +3 class bonus)
    Knowledge(Nobility):+8 (1rank +4INT +3 class bonus)
    Knowledge(Planes)*:+8 (1rank +4INT +3 class bonus)
    Knowledge(Religion)*:+8 (1ranks +4INT +3 class bonus)
    Linguistics:+10 (3ranks +4INT +3 class bonus)
    Perception: +11 (9ranks +2WIS)
    Ride:+7 (2ranks +2DEX +3 class bonus)
    Spellcraft: +15 (8ranks +4INT +3 class bonus)
    Survival:+10 (5rank +2WIS +3 class bonus)
    Swim:+8 (1rank +4STR +3 class bonus)

    Arcane School: Transmutation Opposed Schools
    :Enchantment, Illusion
    Physical Enhancement: Caspar gains a +1 enhancement bonus to one physical ability score. Caspar can change this bonus to a new ability score when he prepares spells.
    Telekinetic Fist:
    As a standard action Caspar can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels he possesses. He can use this ability a number of times per day equal to 3 + his Int modifier.

    Spells per day: 7/day +8 ranged touch attack. Deals 1d4+2 bludgeoning Times used today:
    4- cantrips prepared;
    Acid splash, detect magic, read magic, light
    4+trans 1st level prepared; Mage armor (cast) , shield(cast), true strike x2 +expeditious retreat
    3 +trans 2nd level prepared; darkvision x2, stone call, + bull's strength
    2 +
    trans 3rd level prepared; Black ray of flesh parting, vampiric touch + haste
    Spellbook: *learned from scroll/book Bold^New spell
    all cantrips except enchantment and illusion spells.
    1st Level:
    air bubble, alter self, burning disarm*,enlarge person, expeditious retreat, identify, mage armor, Mirror Strike, mount, obscuring mist, shield, true strike.
    2nd Level: Bookward, Brow gasher, bull's strength, darkvision, detect thoughts*, insight*, owl's wisdom*, rheumatism*(V,S,F) , stone call*, Strahd's baneful attractor*
    3rd Level: haste, tiny hut, *dispel magic, *vampiric touch, *River of Blood, *blood crystals, *vermin kiss, *Black ray of flesh parting
    Sinister Possesion: Sword of the Bat 1/day the Sword of the Bat can cast any spell Caspar knows of its volition, regardless if Caspar has prepared the spell.

    Scrolls: Identify(x3), darkvision, air bubble, alter self, dispel magic, reincarnation

    Sword of the Bat. Ancient weapon of House Zarovich. Magical longsword. 4lbs.
    Padma Blossum(loaned to Tsura)
    masterwork dagger 1 lbs.
    Black leather riding boots
    black leather breeches with red trim
    Black leather cloak with red velvet lining.
    White linen shirt.
    Black silk vest with silver trim
    black leather pouch
    red leather spell pouch
    black leatherbound spellbook kept in red leather satchel. (Bookward (14 Acid absorbed/70 remaining)and River of Blood cast on it)
    2 vials of cure critical wounds.
    6 sheets of vellum
    ink and vial.
    rusty dagger
    Black leather spellbook of Grigoriy Nekrestyanov with arcane runes (Bookward & River of Blood cast on it)
    SCROLLS magic of the Tergs. Scrolls are so ancient there is a 15% mishap chance when casting spells from these scrolls. Note that on your Character Sheet Clay!
    #1: Infernal Healing (1st), Summon Monster III [Dretch] (3rd), Greater Infernal Healing (4th), all cast at 7th level.
    #2: Control Summoned Creature (4th), Summon Infernal Host (5th), Teleport (5th), all cast at 9th level.
    the figurine was carved from the tusk of an elephant. If used wisely, it may prove to be a valuable gaurdian in time of need. The command words magni, and euphon
    Handy Haversack(crafted by Caspar)
    magical ring conjuration(summoning)
    rod of mineral detection
    6144 gold Wolf Fangs
    2400 gold soma-drops
    600 silver lotus flowers
    425gp worth of gemstone
    225gp worth of onyx
    Last edited by the_elder_snail; 06-08-2014 at 01:03 AM.

  3. #3
    Join Date
    Apr 2006
    Any jail cell of your local town


    Klara Dracov Female human Fighter 4/ Ranger 5

    Medium humanoid (human), Age: 18, Height: 6'1, Weight: 150 lbs.
    Traits: Long legs, Clawlike hands, Hot tempered, Art lover, Shield bearer: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability, Favored daughter: You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you.
    Special: Due to recent circumstances, Klara's Falcovnian brand on her forehead is now dried blood, Outcast rating +2
    Languages: Falcovnian, Balok, Darkonese, High Mordentish, Luktar, Lamordian
    Favored Class: Fighter (4 xtra hp)
    XP: 70,180/71,000

    Str 18 +4
    Dex 14 +2
    Con 16 +3
    Int 16 +3
    Wis 16 +3
    Cha 14 +2

    Speed: 30', Initiative: +2, Senses: +13
    Hit Dice: 9d10+27+4, Hit Points:100
    AC: 21 (+2 Dex, +4 armor, +5 Shield)
    Base attack: +9/4
    Melee attack: +13/8
    Ranged attack: +11/6
    CMB: +13
    CMD: 25 (10+9 base+4 str+2Dex)

    Saving Throws
    Fortitude +11 (+8 base, +3 Con)
    Reflex +7 (+5 Base, +2 Dex)
    Will +7 (+2 Base, +3 Wis, +2 Iron will)

    Fear +12 (+2 Base, +3 Wis, +2 Iron will, +4 Courage, +1 Bravery)
    Horror +8 (+2 Base, +3 Wis, +2 Iron will, +1 Bravery)
    Madness +1 (+2 Base, -3 Wis, +2 Iron will)

    1st Weapon Focus (Bastard sword)
    Bonus (Human) Iron Will
    Bonus (fighter) Exotic Weapon Prof (Bastard sword)
    Bonus (Ravenloft) Courage
    Bonus (fighter) Quick Draw
    3rd Spirit of Darkness
    Bonus (fighter) Weapon Specialization (Bastard sword)
    5th Hawk's Cry (DC 15, as a free action emit a piercing scream in a 30' cone. All enemies within must make a will save DC 10+ 1/2 HD+ Cha mod or be affected by Scare spell. No HD limit but cannot be higher than current HD to be affected. 2/day)
    Bonus (ranger fighting style) Two weapon fighting
    Bonus (the enticement) Dead Woman Walking
    Bonus Endurance
    7th Improved Shield Bash
    9th Improved Critical (Bastard sword)

    Abilities (racial/class)
    Skurn's Curse Bloody hawk brand on forehead
    The enticement Second failed powers check, gains the Dead Woman Walking feat, Outcast rating goes up +1
    The caress First failed powers check, Outcast rating +1
    Family curse Gains the rage ability of a 1st level barbarian (4 rounds+con mod/day), If an enemy ever attempts to flee or surrender the Dracov must make a DC 15 will save or attack at one attempting to kill the offender in as quick and bloody a way as possible. After killing a foe in this manner, the Dracov must make another will save (DC 12, +1 for every other death caused in this way in the past 24 hrs.); If the save fails the Dracov's alignment is shifted one step towards Chaotic evil.
    National Pride: A Dracov receives a +2 bonus on all Diplomacy and Intimidate checks involving Falcovnian citizens. When dealing with non-Falcovnians this becomes a -1 penalty.
    Family curse Taint of the Blood (Lure of the Dark Powers): you have a +1% permanent modifier to all Powers Checks.
    Feats eligible to take Von Zarovich Family Feats
    Bravery: gains a +1 bonus on Will saves against fear and horror. This bonus increases by +1 for every four levels beyond 2nd.
    Armor Training: a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
    Favored Enemy: Humanoid (human) +4, Undead +2 (Bluff, Knowledge, Perception, Sense Motive, and Survival checks as well as attacks and damage)
    Track: +2 to Survival skill checks made to follow tracks.
    Wild Empathy: +7
    Combat Style: Sword and shield
    Favored Terrain Forest +2 (bonus to Initiative, Knowledge (geog), Perception, Stealth, and Survival. A ranger leaves no tracks in her favored terrain.)
    Hunter's Bond bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher

    Skills (No ACP unless shield is out then -1 ACP)
    Acrobatics +10 (8 ranks, +2 dex)
    Climb +10 (3 ranks+ 4 str+ 3 trained)
    Handle Animal +9 (4 ranks+ 2 cha+ 3 trained)
    Heal +9 (3 rank+ 3 wis+ 3 trained)
    Intimidate +14 (9 ranks+ 2 cha+ 3 trained)
    Knowledge (geography) +8 (2 rank, +3 int, +3 trained)
    Knowledge (history) +7 (4 ranks, +3 int) (+4 to Borovia and Gundarek)
    Knowledge (local) +12 (5 ranks, +3 int, +3 trained, +1 trait)
    Knowledge (nature) +11 (5 ranks, +3 int, +3 trained)
    Knowledge (nobility) +6 (3 rank, +3 int) (+4 regarding Von Zarovich and Dilisnya family)
    Knowledge (planes) +5 (2 ranks, +3 int) (+1 to mist ways)
    Knowledge (religion) +11 (8 ranks, +3 int) (+4 to vampires, +6 to identify vampires, +2 to identify undead)
    Linguistics +4 (1 rank, +3 int)
    Perception +13 (7 ranks, +3 wis, +3 trained)
    Ride +6 (1 ranks, +2 dex, +3 trained) (+8)
    Stealth +9 (4 ranks, +2 dex, +3 trained)
    Survival +11 (5 ranks, +3 wis, +3 trained)
    Swim +8 (1 rank, +4 str, +3 trained)

    Spells CL 2
    1st Lead Blades, Longstrider

    Masterwork chain shirt (+5 max dex, 0 ACP)
    Tien's reflective shield (mirrored, heavy steel shield)

    Masterwork bastard sword +15/10 1d10+6 17-20x2
    Golden blade of Ren (Caliban bane) +17/12/+17 1d10+11 17-20x2, vs caliban +19/14/19 1d10+13+2d6 17-20x2
    Heavy flail +13/8 1d10+6 19-20x2
    Shortsword +13/8 1d6+4 19-20x2
    Light crossbow +11/6 1d8 19-20x2
    (+13/8 and
    If two weapon fighting Masterwork bastard sword +11/6, Tiens reflective shield +9 1d4+2+1
    If two weapon fighting with the Golden Blade of Ren +13/+8/+13, Tien's shield +10

    121 pills
    mstwk bastard sword
    Golden blade of Ren
    Heavy flail
    light crossbow
    15 bolts
    Mstwk chainshirt
    Tien's reflective shield
    Cold weather outfit
    2 bags of caltrops
    silk rope 50'
    grappling hook
    hooded lantern
    flint and steel
    6 days of rations
    Sack-2 flasks of holy water, wooden stake, silver dagger, small glass mirror, climbers kit, 3 torches)
    Belt of giant strength +2
    Book (Strahd)
    Brimstone ring (Endure elements)
    Porcelain tiger statue
    5 dresses (550 gp)

    350 gold gluttons, 102 gold solars, 123 gold skulls, 3 platinum coronas, 10 platinum crowns, 381 gold falcon heads, 9 silver falcon claws, 7 copper falcon eyes, 23 gold wolf fangs, 2400 soma drops, 425 gp in gems, 225 jet and onyx
    Last edited by Spasseltock Nimblefingers; 07-22-2014 at 08:58 AM. Reason: leveling, subtracting pill
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  4. #4
    Join Date
    Nov 2009
    The Land of Ice & Snow (Northern MN)


    Ryth Zellari
    Male Human Ranger 9
    XP Total: 63013 (fast track; NL = 71000)
    Initiative: +5; Perception +16 (Darkvision)

    AC: 18; touch: 15; flat-footed: 13
    HP: 95 (9d10 + 18)
    Fort: +9; Ref: +11; Will: +9 (+2 vs Fear, +4 vs Madness)

    Speed: 30 ft

    STR: 16 (+3)
    DEX: 21 (+5)
    CON: 14 (+2)
    INT: 13 (+1)
    WIS: 18 (+4)
    CHA: 13 (+1)

    BAB: +9/+4
    CMB: +12 (BAB + Str mod)
    CMD: 27 (BAB + Str mod + Dex mod + 10)

    Ranged: weapon +14/+9
    Attack with Masterwork Composite Longbow 1d8+3; x3 crit, 3lb, 110ft, type: by ammunition [carried]
    +16/+11 (with weapon focus)
    +14/+14/+9 (with weapon focus and rapid shot)
    other modifiers: point blank shot (+1 to hit within 30', +1 damage), deadly aim (-2 to hit, +4 to damage),
    [current quiver contents: 20 normal arrows]

    Melee: weapon +12/+7
    Attack with silver dagger d4 + 3; 19 – 20 x2 crit, piercing

    Attack with Masterwork Bastard Sword (two handed) d10 + 4; 19 - 20 crit, slashing
    Attack with +2 Temple Sword [Longsword] One handed d8 + 5; 19 - 20 crit, slashing

    Adopted (by Dwarves) – gains Darkvision
    Jaded - +2 trait bonus on saves against Fear
    Mental Traits: Invidian Heart, Art Lover
    Physical Traits: Looks Overworked, protruding chin

    Open Minded (campaign bonus) - An adaptable mind keeps your sanity resilient. You enjoy a +4 to all Madness saves.
    Point Blank Shot (racial bonus)

    Precise Shot (1st lvl)
    Rapid Shot (2nd lvl combat style feat – ranger)
    Endurance (3rd lvl ranger class bonus)
    Weapon Focus – Composite Longbow (3rd lvl)
    Deadly Aim (5th lvl)
    Point Blank Master (6th lvl combat style feat – ranger)
    Nine Lives (bonus feat from tarot reading)
    Back to the Wall (7th lvl) - gain a +2 bonus to attack rolls and AC when you are at one-quarter or less of your maximum hit points
    Snap Shot (9th lvl) - make attacks of opportunity with ranged weapon while not provoking AoO.

    +14 Acrobatics (9, +5 dex, 0 acp)
    +1 Appraise (+1 int)
    +0 Bluff (+1 cha, -1 OR)
    +12 Climb (6, +3 str, 0 acp, +3 cs)
    +1 Craft, General (+1 int)
    +8 Craft, Bows/Arrows (4, +1 int, +3 cs)
    +0 Diplomacy (+1 cha, -1 OR)
    +0 Disguise (+1 cha, -1 OR)
    +5 Escape Artist (+5 dex, 0 acp)
    +5 Fly (+5 dex, 0 acp)
    +5 Handle Anmimal (1, +1 cha, +3 cs)
    +14 Heal (7, +4 wis, +3 cs)
    +7 Intimidate (2,+1 cha, +3 cs, +1 OR)
    +7 Knowledge (dungeoneering) (3, +1 int, +3 cs)
    +7 Knowledge (geography) (3, +1 int, +3 cs)
    +10 Knowledge (nature) (6, +1 int, +3 cs)
    +3 Knowledge (planes) (2, +1 int)
    +3 Knowledge (religion) (2, +1 int)
    +2 Linguistics (1, +1 int)
    +16 Perception (9, +4 wis, +3 cs)
    +0 Perform (+1 cha, -1 OR)
    +8 Ride (1,+5 dex, 0 acp, +3 cs)
    +4 Sense Motive (+4 wis)
    +8 Spellcraft (4, +1 int, +3 cs)
    +17 Stealth (9, +5 dex, 0 acp +3 cs)
    +16 Survival (9, +4 wis, +3 cs)
    +3 Swim (+3 str, 0 acp)

    (ACP = -0; Outcast Rating: 1 [included above])

    Languages: Common (Plainsmen [Balok]), Dwarven (Grundaran), Mordentish*
    *gained by Linguistics skill

    Patron Diety: Grundara

    Armor & Equipment
    Studded Leather Armor
    Masterwork Composite Longbow +3 str
    Masterwork Dagger [Tsura]
    Masterwork Bastard Sword
    Silver Dagger
    "Seemingly Normal" Short Bow (given to Ryth by Witches)
    +2 Temple Sword (longsword) [gift from Casper]

    Handy Haversack* (2000gp) 5lbs [worn]
    +1 Cloak of Resistance (1000gp) 1lb [worn]

    <Basic Gear> [haversack]
    50’ Silk rope
    Grappling Hook
    Flint & Steel
    10 Days Rations
    Waterskin (water)
    Wineskin (wine)
    Travelers Outfit
    Healers Kit
    Antitoxin, 1 [side pouch of haversack]
    Acid, 2 [side pouch of haversack]
    Alchemists Fire, 1 [side pouch of haversack]
    Tanglefoot Bag, 2 [side pouch of haversack]
    Potions of Cure Light Wounds, 4 (500gp) 1lb [side pouch of haversack]
    Wyvern Poison Vials, 2 (2 doses)
    emty vials, 2
    6 bow strings

    Arrows, Normal – 385
    Arrows, Blunted – 120
    Arrows, Smoke – 20
    Arrows, Flight – 120
    Arrows, Silver Tipped – 38

    1 golden dryktar
    from Ryth's homeland
    8 copper falconeyes

    Other Items:
    Parka (treat as cold weather outfit) - haversack
    Sleeping Furs - haversack

    Silver ring with signet in the shape of a wolf's head: Ring of Wolf Summoning
    "This ring, when donned, will summon wolves under your control, I believe. You will know the wolves are coming, if the ruby eyes of the wolf in the ring glow when you put the ring on."
    Wolves. There was something about wolves that aways plagued him, it seemed.
    Tiny hawk figurine carved from red-speckled green stone (Weight 1 lb.): Figurine of Wondrous Power, Bloodhawk
    "A figurine of wondrous power, I believe," the Attendant continued with the final item. "Or at least, something very similar," she intoned. "It becomes a bloodhawk. I know little of such creatures, except that the bird of prey will deliver messages for you, hunt for you, spy for you, kill for you, at your command. The word to activate it, to turn the figurine into a hawk, is..." the Attendant leaned into Ryth's ear and whispered the word so the hawk wouldn't hear. Ryth's mouth salivated more. She smiled into his red-rimmed eyes as she handed the hawk figurine back.
    10-foot chain of sturdy iron inks with complex silver-filigreed lock (weight 3 lbs.): Crypt Lock
    "It is a crypt lock. When stretched across the entrance of a tomb, crypt, mausoleum, or other resting place of the dead, this amazing lock will snap into place across the entrance, sealing it as a spell of an arcane lock would. The crypt lock then places a wall of stone over the entrance's inner face. Finally, once the crypt lock is in place, should anyone touch the door with the intent of opening it, the crypt delivers a spell of shocking grasp. It is most often used to seal unstoppable undead within their tombs."
    Magical Crossbow (from Jahed)
    "The crossbow is a heartseeking weapon. The wood is ash, and the red paint is blood. It was created, perhaps, by Kali the Goddess of Murder with dark magics. It was made to fire Ravana's Bane, Dr. Kamla says," Minja told Ryth. "And beyond that purpose even, it is a powerful ancient relic. A crossbow of instant death."
    heartseeker: This enchantment can be applied to piercing weapons only. On a successful critical hit, a heartseeking weapon pierces the target's heart if it has one. Living creatures are instantly killed when their heart is impaled. Outsiders may make a Fortitude save DC 15 to resist this effect, though they still take standard damage. Vampires struck by a critical hit by a heartseeking weapon made of ashwood (usually a fired crossbow bolt of ashwood or an ashwood halfspear) are effectively staked, as if a wooden stake was drove through its heart. Staked is a condition vampires can be under in PF Ravenloft. Creatures with no hearts such as plants and oozes are not affected. CL: 12; Prerequisites: Craft Magic Arms & Armor; slay living; ash wood, a vial of blood; Market Price: +5 bonus.

    Raw materials needed to craft a composite longbow.

    [Purchases in Pakat: Masterwork Composite Longbow with +3 Str rating, Studded Leather Armor, 100 arrows, 6 bow strings]

    Total Weight Carried: 29.5 lbs
    (carrying capacity with 16 str: Light Load 76 lbs. or less; Med. Load 77-153 lbs.; Heavy Load 154-230 lbs.; lift over head 230 lbs; lift off ground 460 lbs; push or drag 1150 lbs)

    Class Features
    Favored Enemies (+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival Checks, +2 damage. Increases at 5th level +2)
    1st: Unead +4
    2nd: Humanoids (human) +2

    Favored Terrains (bonus on initiative checks and Knowledge Geography, Perception, Stealth, and Survival checks when in this terrain)
    1st: Plains +2
    2nd: Cold +4

    Track: A ranger adds half level to Survival Checks to follow or identify tracks
    Wild Empathy
    Hunter’s Bond (companions):
    Woodland Stride
    Swift Tracker

    Ryth generally has his dark green cloak pulled over his head so that his face is hidden in shadow, but when he reveals himself, he has light brown hair and blue eyes with dark circles around them as though he has been awake for days on end. His prominent chin has a short beard with streaks of grey within when he allows it to grow, giving him the look of a much older man than he actually is.

    Ryth Zellari was orphaned during an orcan raid on the village of Tsil Ocar before he could walk, witnessing terrible atrocities at a very young age. He was found by a family of dwarves from Mithia who took him in and raised him as one of their own. Spending much of his childhood in the warrens of Mithia fighting the subterranean denizens of the many tunnels and caverns that honeycombed the mountain range, Ryth developed the dwarven sight, and also learned many of their customs, traditions, and their language. Watching dwarven artisans and craftmen create works of art was a favored pastime as a child, giving him a love for all forms of art. Much to his adoptive parents dismay, the human boy never developed the strong arm required to wield the dwarven battle axes or hammers, but instead excelled with a bow, finding that accuracy from a distance served him better than brute strength in a fight. When he came of age, he left his dwarven home to seek out his own life on the plains of Kendrinthalas, the plains of the dead. On these plains, many wars had been fought, victories forged, and lives lost, providing him many experiences with those of the netherworld who had risen from the battlefields.

    Favored Class: Ranger (+1 skill pt/lvl)
    Ranger Spells (3 1st lvl per day, 2 2nd lvl per day; Wisdom Based, +4 mod, DC 15)
    1st level
    Gravity Bow (APG)

    Feather Step (APG)
    Aspect of the Falcon (APG)

    2nd level
    Cure Light Wounds [cast]
    Versatile Weapon (APG)

    Last edited by Dorgyn Angylaxe; 07-22-2014 at 11:18 AM.
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  5. #5
    Join Date
    Jun 2013

    Default Skurn


    Skurn, Je'spanst
    Bogeyman (haunting) Fey Rogue (Survivalist) 7

    "To the last, I will grapple with thee... from Hell's heart, I stab at thee! For hate's sake, I spit my last breath at thee!"

    Captain Ahab
    "Moby Dick"


    "Star Trek II: The Wrath of Khan"

    (Whatever provides the most dramatic tension...)

    OUTCAST RATING: Off the Charts

    HP: 54

    Initiative: +4

    STR 16 (3)
    DEX 18 (4)
    CON 16 (+3)
    INT 15 (+2)
    WIS 11 (+0)
    CHA 11 (+0)

    AC: 15 Touch: 15 Flat-footed: 10

    FORT +5 REF +9 WILL +2

    BAB: +4 CMB: +7 CMD: +22


    Borcan, High Mordentish, Lamordian, Falknovian


    Acrobatics +13
    Bluff +9
    Climb +12
    Diplomacy -6
    Disable Device +11
    Escape Artist +13
    Intimidate +15
    Knowledge (Local) +10
    Perception +9
    Sleight of Hand +13
    Stealth +15


    Skurn is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. He is proficient with light armor, but not with shields.


    +3 Hot-blooded dagger +11 to hit 1d4+6 19-20/ x2






    Jaded- Like an experienced investigator or a veteran of the Dead Man's Campaign, you have been hardened against the horrors of the world by cruel experience. You gain a +4 bonus to all Horror saves.

    Unseen- Provided you remain perfectly still, you can hide in plain sight. Through some perplexing trick of the light or the mind, other creatures seem to simply overlook you. Whenever you are not being observed, you can conceal yourself as a free action, making yourself effectively invisible. You can take no actions while concealed, including moving or talking. This effect lasts as long as you take no actions. This is an extraordinary ability, though see invisibility, true seeing, and the like reveal your presence. In all other respects this ability is treated as a glamer and may be disbelieved with a Will save equal to 10 + 1/2 your character level.

    Dodge- You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    Mobility- You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

    Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


    +2 Intelligence, +2 Charisma



    +2 Str, -2 Cha, +2 to One Ability Score: Caliban characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

    Medium: Caliban are Medium creatures and have no bonuses or penalties due to their size.

    Base Speed: 30 feet

    Darkvision (Ex): Caliban can see in the dark up to 60 feet.

    Disturbing (Ex): Caliban receive a racial bonus equal to their Outcast Rating on Intimidate skill checks due to their tainted nature.

    Tainted Blood (Ex): Caliban do not count as humans for any effect related to race. But are instead counted as humanoids.

    Concealed (Ex): Caliban receive a +2 racial bonus to stealth and always consider stealth a class skill.

    Tainted by the Supernatural (Ex): Caliban treat their Charisma score as 2 points higher for all sorcerer and oracle class abilities.


    CR: base creature +1

    Type: the creature’s type changes to Fey [and gains Low-Light Vision]. Unlike other fey, a bogeyman does not need to eat, breathe or sleep. Bogeyman are immortal unless slain [see below].

    Defensive Abilities: a fey creature gains a +4 bonus on Fear and Horror saves, and all mind-affecting effects; resist cold and electricity 10, and Damage Reduction 5/cold iron

    The Choice: every bogeyman was once a murder victim. At the time one becomes a bogeyman, he must make an irrevocable (by most means) choice - the choice to be a haunting bogeyman or free-roaming bogeyman. A haunting bogeyman forever haunts his murderer. The bogeyman appears only to the figment of the imagination of her murderer, and thus cannot be seen or detected by others by any means short of a limited wish. A haunting bogeyman may appear within 100 feet of his murderer at anytime, and may use Stealth to spy and conceal its presence. A haunting bogeyman must first appear from a dark or shadowy place - a dark closet, a chimney, from under a bed, from out of a chest, etc.. If the haunting bogeyman’s murderer is killed as a direct result of or with the aid of the haunting bogeyman, the haunting bogeyman becomes a free-roaming bogeyman. If the haunting bogeyman’s murderer is killed and the haunting bogeyman is not somehow responsible, the haunting bogeyman is forever destroyed, ceasing to exist along with the death of its murderer. A free-roaming bogeyman continues to haunt or do what it pleases in its existance, able to roam freely and appearing from dark places far and wide.

    Dimension Door (Su): 3 times per day a haunting or free-roaming bogeyman may dimension door to any dark or shadowy place as a full round action. Unlike the spell, this ability has no range limit for a free-roaming bogeyman, nor does the bogeyman need decide where exactly he is travelling to - it can travel to a specific or random dark place as desired. A haunting bogeyman must maintain a distance of 100 feet from its murderer. Any place the murderer goes, the bogeyman is there, unseen and undetected unless such is desired. A free-roaming bogeyman may go anywhere. However, it cannot cross the closed borders of a Darklord or escape from The Mists with this ability.

    Linguist (Ex): Bogeymen can speak any language spoken in any community where stories about them are told.

    See in Darkness (Ex): Bogeymen can see in darkness and magical darkness as clearly as a human can see in bright light.

    Taint of Evil (Ex): Bogeymen are so evil that they taint anything they touch. Attempting to contact the bogeyman mentally places the mentalist in direct contact with that evil, provoking a Madness save. Mediums and psychics who touch a corpse slain by a bogeyman must also make a Madness save as the victim’s last moments are experienced first-hand.

    Spell-like Abilities (Sp): 2/day - ghost sound, ventriloquism, darkness, contagion, as cast by a 7th level sorcerer. Save DCs are 10 + level of spell + bogeyman's Charisma modifier.

    Bogeyman Vulnerabilities (Ex): ????

    Skurn Vulnerabilities (Ex): ????


    Sneak Attack-If a rogue 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 rogue's attack deals 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue 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, not even with the usual –4 penalty.
    The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

    Hardy (Ex) At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.
    This ability replaces trapfinding.

    Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    Rogue Talents-As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
    Fast Stealth (Ex) This ability allows a rogue to move at full speed using the Stealth skill without penalty.
    Finesse Rogue- A rogue that selects this talent gains Weapon Finesse as a bonus feat.
    Offensive Defense (Ex)- When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

    Uncanny Dodge (Ex)-Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. 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 AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
    If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

    Endure Elements (Sp) At 3rd level, a survivalist rogue gains endure elements as a spell-like ability, as the spell of the same name. The survivalist’s caster level is the same as her rogue level.
    This ability replaces trap sense.
    Last edited by The McDungeonmaster; 12-01-2013 at 02:12 AM.
    "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination."

    Carl Jung

  6. #6
    Join Date
    Apr 2006

    Default Ludwig Von Mordenheim


    Ludwig Von Mordenheim, male Lamordian Alchemist5(Chirurgeon)/Rogue1(Poisoner)/Gunslinger1
    Description: Medium humanoid (human) Ht: 6' 5" Wt: 184pds H: Black E: Green Age: 25
    Traits: Large Head, Tall Black Hat, Fanatic, Hates Divine Magic, Grim Optimism- As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.
    Witty Repartee- You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.
    Mordenheim Family Traits:(in addition to 4 RL traits, and 2 PF traits)
    +2 Int, -2 Cha (this is on top of the +2 to any stat that a human gets)
    Each Mordenheim chooses a Knowledge skill (except Religion), in which he receives a +2 (+2 Knowledge Arcana)
    Curse of Godlessness: Mordenheims cannot take levels in any class that grant divine spells.
    Languages: Lamordian, Low Mordentish, High Mordentish, Faulkovnian, Darkonese, Vaasi, Balik
    Favored Class: Alchemist (+5 hit points)
    XP: 33,400/34,000

    STR: 15 +2
    DEX: 14 +2
    CON: 15 +2
    INT: 22 +6
    WIS: 15 +2
    CHA: 12 +1

    Speed: 30' Initiative: +2 Senses: +10 Perception
    HD: 6d8+1d10+14+5(fav) HP: 67/ Current: 67
    AC: 15 (10+2dex+3ab) SR: 11 vs divine spells
    BA: +4
    Melee: +6
    Ranged: +6
    CMB: +6
    CMD: 18 (10+4ba+2str+2dex)

    Saving Throws: +2 vs divine spells if beat SR/ +2 vs Poison
    Fortitude: +8 (6base+2con)
    Reflex: +10 (8base+2dex)
    Will: +5 (1base+2wis+2iron will)

    Thrown Splash Weapons +6+1(Throw Anything)= +7 (+1 Point Blank,30ft)= +8
    Straight Razor
    Sword Cane Dagger +6 1d4+2 19-20/x2
    Masterwork Pistol +7 1d8 x4 20ft 1(5ft) 4lbs Cap1 B&P
    29 bullets(.5), 5 adamantine, 10 silver, 100 pitted

    Baron Aubreckers Black Powder Pistol
    Baron Aubreckers Parthian Rapier

    Studded Leather Armor

    BR: Godless- You gain spell resistance 5 + your character level against divine spells of any kind. If the spell penetrates your SR, you receive a +2 on any save allowed against it. You may NOT voluntarily suppress your spell resistance to receive benefit of any divine spell. In addition, you cannot be raised, resurrected, or otherwise restored to life via any divine magic once you die.
    BH: Investigator- +2 to Diplomacy & Perception
    1st: University Education- +2 to any two Knowledge skills, all Knowledge skills are class skills
    AL1: Brew Potion
    AL1: Throw Anything- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
    3rd: Iron Will- +2 to bonus to Will saves
    5th: Point Blank Shot- You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
    G1: Gunsmithing- If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
    *Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
    *Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
    *Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
    *Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
    Sp: Skill Focus Profession Cook- +3 bonus
    AL5: Skill Focus Heal- +3 bonus
    7th: Jaded- +4 bonus to Horror saves

    Class Abilities:
    Simple Weapon Proficiency, Bomb Proficiency, Light Armor Proficiency, Alchemy(Su)- When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Extracts- (6/4), An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping, An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work— An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so), Bomb 3d6(Su) 8/11/day- An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier, Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier, The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage, Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else. Brew Potion(Ex)- At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat, Mutagen- At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end, Throw Anything(Ex)- All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature, Discovery(Su)- Infusion- When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects, Poison Resistance(Ex)- an alchemist gains a +2 bonus on all saving throws against poison, Infused Curative- At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use, Swift Alchemy(Ex)- an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action, Discovery(Su)- Explosive Missile- As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate, Rogue Weapons & Armor- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields, Sneak Attack 1d6, Poison Use(Ex)- a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding, Gunslinger Weapons & Armor- Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor, Gunsmith- a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.Grit(Ex)-(2) a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1), can regain grit in the following ways. *Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. *Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Deeds:- Deadeye(Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed, Gunslingers Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load, Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action, Anesthetic- a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a chirurgeon. This ability replaces poison resistance +4.

    Skills: 7/81
    +11 Appraise (2ranks+6Int+3trained)
    +17/+22 Craft Alchemy (7ranks+6Int+3trained+1cir) +5 comp bonus when creating alchemical items
    +10 Disable Device (5ranks+2dex+3trained)
    +15 Heal (7ranks+2wis+3trained+3skill focus)
    +16 Knowledge Arcana (5ranks+6int+3trained+2trait)
    +11 Knowledge Dungeoneering (2ranks+6int+3trained)
    +11 Knowledge Engineering (2ranks+6int+3trained)
    +11 Knowledge Geography (2ranks+6int+3trained)
    +11 Knowledge History (2ranks+6int+3trained)
    +13 Knowledge Local (2ranks+6int+3trained+2UE)
    +16 Knowledge Nature (5ranks+6int+3trained+2UE)
    +11 Knowledge Nobility (2ranks+6int+3trained)
    +11 Knowledge Planes (2ranks+6int+3trained)
    +14 Perception (3ranks+2wis+3trained+2IN+4 comp spectacles)
    +9 Profession Cook (1rank+2wis+3trained+3skill focus)
    +7 Profession Herbalist (2ranks+2wis+3trained)
    +10 Sleight of Hand (5ranks+2dex+3trained)
    +11 Spellcraft (2ranks+6int+3trained)
    +10 Survival (5ranks+2wis+3trained)
    +11 Use Magic Device (7ranks+1cha+3trained)
    +10 Bluff (5ranks+1cha+3trained+1trait)
    +11 Diplomacy (5ranks+1cha+3trained+2IN)
    +7 Stealth (2ranks+2dex+3trained)

    Formula Book-10/1 Alchemical Equations & Scientific Formulations by Dr. Ludwig Von Mordenheim PhD:
    Alchemical Formulae 1-(6)
    Anticipate Peril, 1min/level or until activated, A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.
    Bombers Eye, 1rd/level, increase range of thrown weapons 10ft, +1 insight bonus to attack with thrown weapons
    Comprehend Languages, 10min/level, You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
    Cure Light Wounds, heals 1d8+1 point per alchemical level of damage (Max 5th level)
    Detect Secret Doors, concentration up to 1min/level, can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
    Endure Elements, 24hrs, can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.
    Enlarge Person, 1min/level, causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. All equipment is similarly enlarged.
    Expeditious Retreat, 1min/level, increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
    Identify, 3rds/level, functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
    Keen Senses, 1min/level, The subject gains a +2 competence bonus on Perception checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.
    Longshot, 1min/level, This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject.
    Negate Aroma, 1hr/level, 1 creature or object/level, With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. In addition, this spell prevents the target creature from using the stench special ability and similar odor-based abilities (such as those possessed by troglodytes). Negate aroma does not prevent the target from acquiring outside smells or odors. Dowsing the creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or washed away.
    Shield, 1min/level, creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
    Stone Fist, 1min/level, This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.
    Targeted Bomb Admixture, 1rd/level, When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier. You can only have one admixture effect active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
    True Strike, You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

    Alchemical Formulae 2-(4)
    Cure Moderate Wounds, cures 2d8 points of damage + 1 point per alchemist level (maximum +10).
    Barkskin, 10min/level, Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
    Bullet Shield, 10min/level, The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality.
    Cats Grace, 1min/level, The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
    False Life, 1hr/level, You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
    Invisibility, 1min/level, The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
    Lesser Restoration, instantaneous, Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
    Touch Injection, 1hr/level, You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in
    your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. If you miss, the substance remains in the magical sac for you to use later.
    This spell protects you from poison in the sac, but unless you have the poison use class feature, you suffer a 5% chance of exposing yourself to the poison when you first cast the spell. If you roll a natural 1 while attempting to inject the poison into an enemy, you are exposed to it.
    Delay Poison, 1hr/level, The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

    Equipment: PP- 8 crowns(darkon) GP-750 solars(Grant), 180 gluttons, 3 skulls(darkon) SP-89 sables, 3 bones(darkon) CP- 22 martens, 2 chips(darkon)
    Scholar's Outfit(6), Cold Weather Outfit, Doctor's Outfit(6)- this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases, Magnifying Glass, Spectacles(-), Tall Black Hat(.5), Doctors Mask(2)- This mask gives you a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects, Antidote Kit(3)- This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.Alchemical Field Kit- This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks, Adventurers Sash(3)- This bandoleer holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel each contain a number of loops and ties for further securing equipment. The sash buckles at the shoulder, and can be freed with a sharp tug in an emergency as a move action, Paralysis Antidote(remove paralysis), 10 Herbal Candles (5 wolvesbane, 5 garlic), Poison Pill Ring(-)- This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check, Pocket Watch(1), Masterwork Backpack(4)- This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity, Bedroll with blanket(8), 2 Waterproof Bags(1)- one with Formula Book, Belt pouch(.5)- Mutagen- 40 min/ +2 natural armor, +4 alchemical to Constitution, -2 to Charisma, Green Herbal Ungent, Sunrod(1)- when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light), 5 Alchemist Fire(5), 4 Flask of Acid(4), 5 Smoke sticks(2.5), 4 Tanglefoot Bags(16), 5 Thunderstones(5), Waterskin(4 when full), Smoking Pipe with pouch of halfling smoke, Jug of Goats Milk, Straight Jacket, Harness Lantern with 5 flask of oil, Chirurgery Kit(4)This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.- 4 syringes, 5 smelling salts- These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened, 2 heat pouches, 2 bottles of Ether(11 doses), 4 Anesthetics, bottle of Formaldehyde, 1 syringe of Half Vistani werewolf blood, jar of leeches with 10 leeches, syringe of Baron Von Aubreckers blood, Thieves Ring- This slightly over-sized ring conceals a few lockpicks and other tools coiled inside its band. These discreet tools, made of a metal alloy that springs straight once the tool is removed from the band, are sufficient to attempt Disable Device checks without penalty, and long enough to pick locks on manacles fastened around the wearer's hands (once she slips off the ring). The wearer gains a +2 circumstance bonus on Sleight of Hand checks made to conceal the ring's nature from anyone searching her, Gunsmith's Kit(2),- This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms, 3 Powder Horns(3)-(doses,10,10,9) Typically crafted from animal horn, but increasingly crafted from metal in a wide variety of shapes, a powder horn can hold up to 10 doses of black powder. A powder horn protects black powder stored within in it from exposure to fire, electricity, firearm misfires, and water, Leather Shoulder Holster, Handy Haversack(5)- It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds, Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does, Poisoners Gloves(-)- These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used once per day. Filling a glove is a full-round action that provokes attacks of opportunity, Admixture Vial(-)- Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery, Spade of Grave Digging, 7 Potions of Cure Light Wounds- 1d8+1, Gossip Glasses-

    Poisons of the Forlorn Forrest
    Goblyn Lime Finds one dose of this poisonous fruit.
    Raineater Toadstool Finds one dose of this toadstool.
    Whiteshoot Root Finds one dose of this root.
    Baron's Bane Finds one dose of this poison oil.
    Tatterleaf Dust doesn't find a tatterleaf root.
    Tri-Poison Oil Finds all three minor poisons to mix together to have one dose of this poison oil.
    Deadly Nightshade Finds 3 doses of this poison.
    Erl Queen's Lace Finds 4 doses of this poison.
    Ghost Threads Finds patch of 8 ghost thread plants (8 doses), a very rare and supernatural poison.
    Mausskul Mushroom Finds one mushroom equalling 1 dose.
    Mournberries Gather bushel of 14 mournberries from a mournberry tree (14 doses)
    Red Worm Mushroom doesn't find a red worm mushroom.
    Weep-my-lassie finds 8 doses of this poison dewdrop.
    Hag's Crepe finds 6 doses of this poison, a poisonous herb-dust.
    Lung-Eater Puffball captures one floating spore of this fungus sprout, 1 dose of this inhaled poison
    Olc-blath Pollen captures two spores of this fungus sprout, 2 doses of this inhaled poison.
    Wight Fern Spores captures two spores of this fungus sprout, 2 doses of this supernatural inhaled poison.

    Poison Type Fort DC Onset Frequency Effect Cure Cost Found
    Baron's Bane contact 22 - 1 rd./4 rds 1d2 Wis* + 1d2 Con*1 save 2500 Forlorn
    Deadly Nightshade ingested 15 10 min. 1 rd./4 rds 1d3 Con 1 save 100 Forlorn
    Erl Queen's Lace** ingested 21 10 min. 1 rd./4 rds 1d3 Cha*/unconsci. 1 save 400 Forlorn
    Ghost Threads** ingested 18 1 min. 1 rd./6 rds 1 Con + 1d2 Dex 1 save 700 Forlorn
    Goblyn Lime** injury 17 - 1/rd for 6 rds. 1d2 Dex + 1d3 Con 2 saves 1500 Forlorn
    Goblyn Lime** ingested 17 1 min. 1/rd for 6 rds. 1d2 Wis* + 1d3 Con 2 saves 1500 Forlorn
    Hag's Crepe contact 17 - 1/rd for 6 rds. 1d2 Con + 1d3 Cha 2 saves 900 Forlorn
    Lung-eater Puffball** inhaled 17 - 1/rd for 4 rds. 1d2 Con 2 saves 700 Forlorn
    Mausskul Mushroom** ingested 14 1 min. 1/rd for 4 rds. 1d3 Str 1 save 400 Forlorn
    Mournberries** ingested 20 2 days 1/rd for 4 rds. 1d4 Int 2 saves 1800 Forlorn
    Olc-blath Pollen inhaled 15 - 1/rd for 6 rds. 1d3 cha 2 saves 550 Forlorn
    Raineater Toadstool** injury 15 - 1/rd for 4 rds. 1d2 Str 2 saves 800 Forlorn
    Red Worm Mushroom ingested 16 1 min. 1/rd for 6 rds. 1d4 Con 1 save 1500 Forlorn
    Tatterleaf Dust contact 17 - 1/rd for 6 rds. 1 Dex 1 save 300 Forlorn
    Tri-poison Oil contact 12 - 1/rd for 4 rds. 1d2 Dex 1 save 100 Forlorn
    Weep-my-lassie ingested 18 10 min. 1/rd for 3 rds. 1d6 Con 2 saves 1500 Forlorn
    Whiteshoot Root injury 18 - 1/rd for 6 rds. 1d2 Str 1 save 500 Forlorn
    Wight Fern Spores** inhaled 15 - 1 rd death 1 save 1500 Forlorn
    **See Notes Below
    Erl Queen's Lace After the onset time expires, on an initial failed save the victim falls unconscious for 1 hour.
    Ghost Threads In addition to the damaging effects of this plant, the victim gains the ability of the see spirit world spell, for 2d4 days, possibly prompting Horror saves.
    Goblyn Lime This poisonous fruit may be used in one of two ways. First, the juice of a goblyn lime can coat a weapon, creating an Injury type poison. Second, the meat and juice of a goblyn lime are a useful ingested poison.
    Lung-eater Puffball The spores of this fungus sprout in the victim's lungs, slowly making breathing more and more difficult. Lung-eater infections are treated as a disease, requiring an additional roll for damage each day. Ability scores lost to infection to heal naturally until the victim's lungs are healed.
    Mausskul Mushroom The effects of this mushroom are doubled and DC increased by +1 against rodents, rats, rat-like caliban and creatures, and wererats and related creatures.
    Mournberries The lack of Intelligence from eating a mournberry tends to be a reaction of increased depression and moddiness, and the withdraw of family and friends.
    Raineater Toadstool This fungus is a hydrophage, leeching moisture from its surroundings. Creatures poisoned with this substance quickly become dehydrated, and must continue to save as if re-poisoned each 24 hours, as if it was a disease.
    Wight Fern Spores Anyone killed by the spores of the wight fern has a 60% chance of rising as a wight in 3 days. If one knows this fact and uses the poison on someone, the act requires a powers check.
    Last edited by Vittorio the Red; 10-28-2013 at 02:18 AM.
    Vittorio the Red LN Nerakan Wizard 10/Wizard of High Sorcery Red Robe 10 (Bongs Dragonlance Tabletop RPG)
    Sharky Fishbait CN Kender Mariner 4/ Rogue 4 (Bongs SoS Dragonlance Forum Game)
    Anacoana NE Noordmarian Druid 7 (Bongs Cult of the Ebon Destroyer DLF Game)
    Vittorio the Grey LE Nerakan Wizard 6/ Fighter 1/ Knight of the Thorn 8 (Bongs Dragonlance RPG)

    "Let that be a lesson to us all" - Clearwing (Bongs table top Specter of Sorrows game after companion was devoured by dire lions)

  7. #7
    Join Date
    Aug 2013

    Default tsura

    female half-vistani

    bard 5/accomplished medium 3
    5'10", 100 pounds, skinny/underfed, warts on right hand, fears vistana, and constantly wards the evil eye, super gaudy clothes and jewelry, striped stockings, and a tophat
    Outcast Rating = 2 (+1 if Wis=12+)(+4 vs Visatani) -can be reduced by 2 with 15 Disguise check

    con 13
    wis 18
    int 18
    cha 21
    str 13
    dex 15

    HP 63
    BAB 5
    CMD 17
    CMB 6
    init 2 (can reroll)
    AC 16=10+4(armor)+2(Dex)
    Fort 4+1=5
    Ref 5+2=7
    Will 8+4=12

    Moon Madness (Su): During the period of the full
    moon each month, the Half-Vistani suffers a -2 morale
    penalty on Wisdom. During this period if the Half-
    Vistani is indoors they are shaken and when outdoors
    gain a +5ft morale bonus on their base speed.

    Zarovan Tribe
    • +2 Racial bonus on Ride checks.
    • You may re-roll your Initiative checks, but must take the
    second result.

    Maestro of the Society: +3 rounds of bardic performance/day
    Nomadic: gain a +1 trait bonus on Knowledge (geography) and Survival checks,
    survival is always a class skill

    Bardic Performance 16 rds/day

    Channel Energy:
    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.



    Ethereal Empathy:
    You can sense the emotional content of ethereal
    resonance within a 30-foot radius with a successful Wisdom
    check. DC is determined by the rank of the resonance.
    Rank: 1 2 3 4 5
    DC: 20 15 10 5 0
    Sensing resonance is a partial action and can be retried
    each round. If you roll a natural 20 you can see into the Near
    Ethereal for one round – a visual flash of the resonating scene.
    However, you can see only resonance, not ethereal creatures. Some
    ethereal scenes may require Horror saves.

    Ghost Sight:
    You can see creatures that are ethereal as if they
    were normally visible. Unlike the see invisibility spell,
    this capacity does not reveal illusions or allow you to see
    invisible or astral creatures. Your ability to see ethereal
    creatures is limited only by your own visual range. You are
    vulnerable to gaze attacks from ethereal creatures. You have
    no special ability to hear or physically effect ethereal
    creatures. This is a supernatural ability.

    Threatening Presence:
    Gain a +2 bonus on Intimidate checks.
    In addition, as a standard action, you can
    make an Intimidate check (DC 10 + one-half the
    target’s total HD) against a single sentient creature
    within 30 feet and in line of sight. If your check
    succeeds and the creature has fewer Hit Dice than
    you, it is shaken (–2 penalty on attack rolls, saving
    throws, skill checks and ability checks) for 1d4
    rounds and must flee from you as quickly as it can.
    Once it can no longer see or hear you, it can act as
    it chooses. However, if it comes into sight or
    hearing range of you again before the duration of
    the effect expires, it must flee once more. Creatures
    unable to flee can fight, though they are still
    shaken. If you succeed on the Intimidate check against
    a creature whose Hit Dice are equal to or greater
    than your own, it is still shaken for 1d4 rounds but
    need not flee. Frightening a creature in this manner is a
    mind-affecting fear effect. Once a creature successfully
    saves against your threatening presence, it is immune to
    that presence for 24 hours.

    Hauntedmy Grandmother, Phoebe Godefroy)
    Your guardian spirit normally remains in the Near
    Ethereal. Those who can see ethereal creatures may spot the
    geist lurking near you, but it is otherwise invisible and
    intangible. The geist acts as a second pair of eyes and ears
    when it manifests, allowing you a second roll on Search, Spot,
    and Listen checks. The geist can also inform you of events
    that take place in your presence while you are asleep or
    unconscious, or it can simply offer companionship.

    Choose one 1st-level or two 0-level druid spells. The
    spell must be chosen when the feat is taken and cannot be
    changed later. You can cast this spell, or each 0-level spell,
    once per day as a druid equal to your character level.

    Immune to level drain, possession and similar mind threat;

    Mist Sight:
    As a full round action, gain blindsight (20 ft), but only with respect to living creatures with a soul, or to incorporeal and ethereal spirits. This effect lasts for a number of rounds equal to Cha mod. I can use this ability a number of times equal to 1+cha mod.

    Languages: Mordentish(high and low), Patterna, Darkonese, Vaasi,
    Balok, Falkovnian, Lamordian, Sithican

    Versatile Performance (comedy) : Bluff/Intimidate

    acrobatics 9=4+3+2
    bluff 19=versatile performance
    diplomacy 11=3+3+5
    disguise 11=3+3+5
    know arcana 16=7+3+4+2
    know nature 14=5+3+4+2
    know planes 13=4+3+4+2
    know dung 13=4+3+4+2
    know religion 18=9+3+4+2
    know history 13=4+3+4+2
    know nobility 13=4+3+4+2
    know geography 14=4+3+4+3
    perform(comedy) 19=8+3+5+3
    spellcraft 16=9+3+4
    UMDevice 11=3+3+5
    perception 12=5+3+4 (x2 haunted)
    intimidate 19=versatile performance
    sense motive 12=5+3+4
    survival 12=4+3+4+1
    linguistics 11=4+3+4
    Ride 4=2+2
    Stealth 2=2+1-1
    Sleight of Hand 12=2+10

    Bonus Spells/day (2/1/1/1/1)

    Bard Spells known:
    Detect Magic
    Read Magic
    Haunted Fey Aspect
    Mage Hand

    1st (6/day)
    Remove Fear
    Deadeye’s Lore
    Hideous Laughter

    2nd (3/day)
    Ghostbane Dirge

    Druid Spell

    1st (1/day)

    Accomplished Medium Spells

    0th (8/day)
    Dancing lights
    detect magic
    ghost sound
    know direction
    mage hand

    1st (3/day)
    detect undead
    Comprehend languages
    True Strike

    2nd (2/day)

    3rd (2/day)
    remove curse
    diminish undead (VRA)


    Cloak of Ghostwalking:
    lightweight garment is usually made from pale
    silk. A character wearing it feels light on her feet
    and gains a +2 circumstance bonus on Jump and Move Silently
    checks. She also takes half normal damage from falls.
    Three times per day, the wearer can use the cloak to
    walk through a solid object no thicker than her space;
    for example, a human wearer has a space of 5 feet and
    so could walk through a wall 5 feet thick.
    *Rod of Mists:
    Expeditious retreat and Obscuring mist at will (2nd lvl)

    *Mask of the Dead:
    Invis to undead for 10 min 3x/day
    *Magician's Tophat +10 Sleight of Hand
    *crystal skull (100gp) for "divining"
    *MW survival kit +2 survival
    *jewelry 2595 gp
    *winter furs
    *a crowbar
    *5 tindertwigs
    MW chainshirt
    Xbow bolts (40)



    next 50,000

    Daily spells used :CMW, CLW X 5, Invis X 2, Deadeye’s Lore, Tongues

    bardic performance used : 0/16
    Attached Images Attached Images
    Last edited by Drakestendor; 06-01-2014 at 11:08 PM.

  8. #8
    Join Date
    Jun 2013

    Default Novana Hiregaard



    Female Human Inquisitor of Ezra 5/ Detective 3

    HP: 48

    Initiative: +4

    STR 9 (-1)
    DEX 11 (0)
    CON 14 (+2)
    INT 16 (+3)
    WIS 18 (+4)
    CHA 18 (+4)

    AC: 13 Touch: 10 Flat-footed: 13

    FORT +8 REF +2 WILL +9

    BAB: +6 CMB: +5 CMD: +15


    Balok, Falknovian, High Mordentish, Vaasi


    Acrobatics +0
    Bluff +7
    Climb -1
    Craft (Alchemy) +7
    Diplomacy +25
    Disguise +7
    Escape Artist +0
    Fly +0
    Heal +15
    Intimidate +9
    Knowledge (Arcana) +14
    Knowledge (Dungeoneering) +16
    Knowledge (History) +14
    Knowledge (Local) +14
    Knowledge (Nature) +7
    Knowledge (Nobility) +7
    Knowledge (Planes) +7
    Knowledge (Religion) +16
    Perception +17
    Profession (Detective) +8
    Ride +0
    Sense Motive +19
    Stealth +0
    Survival +15
    Swim -1


    Novana is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, sap, shortbow, short sword, and the favored weapon of her deity (longsword). She is also proficient with light armor, medium armor, and shields (except tower shields).


    +1 Mithral Longsword 1d8 19-20/x2 +6/1 to hit

    +1 Repeating Light Crossbow 1d8+1 19-20/x2 range: 80' +7/2 to hit (25 (5 boxes) crossbow bolts)


    +2 Padded Armor +3 to AC +8 max dex -0 armor check 5% arcane failure


    Circlet of Persuasion (This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks. Faint transmutation; CL 5th), cold weather outfit, Elixir of Love, flint and steel, Handy Haversack, silver holy symbol of Ezra, 5 vials of holy water, masterwork manacles, 20 gold bridles, 9 silver spurs, 9 copper horseshoes, 2 potions of endure elements, The Rod of Mists (This rod allows the owner to cast obscuring mist and expeditious retreat at will. Faint conjuration and transmutation; CL 2nd), sherrif's whistle, soap, spell component pouch, waterskin, wolfsbane


    Open Mind (Campaign Bonus) Benefit: An adaptable mind keeps your sanity resilient. You enjoy a +4 to all Madness saves.

    Pout (Human Bonus) Benefit: Your sad puppy eyes enable you to get what you want from men. You can influence the attitude of a gentleman towards you by one step (indifferent to helpful, etc.) by pouting as a standard action.

    Cry (1st lvl) Benefit: You have mastered the art of manipulating men. 1/day you can cry to get what you want from a man, perhaps gaining a favor from him. The extent of the favor is left to the discretion of the DM.

    Alertness (3rd lvl) Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    Combat Casting (5th lvl) Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

    Things Man Was Not Meant to Know! (7th lvl) Benefit: You get a +2 bonus on all Knowledge (Dungeoneering) and Knowledge (Religion) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    Portents (Bonus) Benefit: 1/day as a standard action, you can use augury as if cast by a sorcerer equal to your total character level. This is a supernatural ability.

    Persuasive (Investigative feat) Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


    A Hiregaard receives a +4 bonus to all Diplomacy checks. Hiregaards are pleasant and affable.
    Longevity: The Hiregaards have always been blessed with long lives. They age as half-elves rather than humans.
    All Hiregaards suffer a -1 penalty on Madness saves.
    Blood Curse: ????


    Magical Knack, Ease of Faith, delicate hands, full-lipped, jumpy, deluded



    Domain: Law
    Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
    Touch of Law 7/day (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only)

    Judgement 2/day (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
    At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
    When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
    Destruction +2 : The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
    Healing 2 : The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
    Justice +2 : This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
    Piercing +2: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
    Protection +2 : The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
    Purity +2 : The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
    Resiliency 2 : This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
    Resistance 4 : The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
    Smiting (Magic) : This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.

    Monster Lore +4 (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

    Stern Gaze +2 (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

    Cunning Initiative +4 (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

    Detect Alignment (Sp): At will, an inquisitor can use detect chaos/law or detect good/evil. She can only use one of these at any given time.

    Track +4 (Ex): At 2nd level, an inquisitor/detective adds half her level on Survival skill checks made to follow or identify tracks.

    Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

    Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
    As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

    Bane 5 rounds/day (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

    Discern Lies 5 rounds/day (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.


    Scene of the Crime (Ex): Detectives may assess a crime scene and discover some of the motives and small details about the criminals involved. Each such check requires a perception check to assess the scene, the DC of this check is determined by the lack of evidence at a scene, the amount of time that has passed and the amount of obscuring irrelevant information at the scene. An easy scene is a DC 20 perception check (For example, where there is a corpse, the murder weapon and a calling card). A moderately difficult scene is a DC 25 perception check (a murder that has taken place in a stable, with a corpse and with the murder weapon missing). A difficult scene is a DC 30 perception check (the murder took place elsewhere and the body was moved to a crossroads, the body has no obvious cause of death and there is nothing stolen from the corpse).
    Following the perception check the detective may make a Sense Motive check to ascertain the following.
    Determine Race DC 15
    Determine Gender DC 20
    Determine Base Class DC 25
    Determine Vague Notion of Motive DC 30
    In the case of determining the motive, the detective ascertains whether the motive was Money, Revenge, Madness, Love, the threat of Violence, Self-Defence, Governmental (for example a soldier taking orders) or another general motivation determined by the GM.
    This check may by made only once per crime scene. You receive a +2 insight bonus to this check if you have previously investigated a scene caused by the same criminal, this is not cumulative.

    Professional Courtesy (Ex): The detective finds it easier dealing with members of a law enforcement body or agency. This is a +2 insight bonus on Bluff, Diplomacy and Sense Motive when dealing with individuals in these organizations.

    Fugitive Bonus (Ex): At 2nd level, the detective gains an insight into those he pursues. If the detective has investigated a crime scene and ascertained at least the criminal’s base class or if the detective has followed an individual unseen for 12 hours, they gain an advantage in combating them. The detective receives a +1 bonus to attack rolls, combat maneuver rolls, combat maneuver defence and +1d6 precision based damage. This bonus increases at 5th level to +2 to attack rolls and +2d6 precision based damage and at 8th level to +3 to attack rolls and +3d6 precision based damage. In addition the detective receives a +2 insight bonus on Bluff, Perception, Sense Motive and Survival when used against the target (this bonus does not increase with level).

    Detection (Ex): The detective becomes a proficient alchemist at 3rd level. Using a detective kit (which costs the same as a masterwork alchemist kit) he may use the following effects from spells at will, these however are not spell effects and require 1 minute of concentration to set up using various chemicals. The detective may detect the lingering aura of magic and undead (though they may not understand their meaning if they have not encountered them before). They may also detect the lingering aura of evil outsiders and aberations, as Detect Evil (though they may not understand their meaning if they have not encountered them before). The detective may also detect animals and plants; and detect poison with this ability.

    Investigative feat (Ex): At 3rd level the detective gains a bonus investigation feat with additional bonus investigation feats at 7th and 9th level. The bonus feats are drawn from the following list: Skill Focus (Sense Motive), Skill Focus (Perception), Alertness, Deceitful, Fleet, Persuasive.


    Caster Level: 7 Concentration: +11/+15 in combat Melee/Ranged Touch +6

    Lvl 0
    Detect Magic: Detects spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or object.
    Disrupt Undead: Deals 1d6 damage to one undead.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Light: Object shines like a torch.
    Sift: See area as though examining it.

    Lvl 1 5/day
    Domain: Protection from Chaos: +2 to AC and saves, plus additional protection against selected alignment.
    Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
    Divine Favor: You gain +1 per three levels on attack and damage rolls.
    Know the Enemy: Gain +10 on a monster Knowledge check.
    Sanctuary: Opponents can't attack you, and you can't attack.

    Lvl 2 3/day
    Domain: Align Weapon (Lawful): Weapon becomes lawful.
    Acute Senses: Subject gains a bonus on Perception checks.
    Bloodhound: Gives caster the scent special ability.
    Invisibility: Subject is invisible for 1 min./level or until it attacks.

    Light Riding Horse
    N Large animal
    Init +2; Senses low-light vision, scent; Perception +6

    AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
    hp 15 (2d8+6)
    Fort +6, Ref +5, Will +1

    Speed 60 ft.
    Melee 2 hooves –2 (1d4+1)
    Space 10 ft.; Reach 5 ft.

    Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
    Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
    Feats Endurance, Run
    Skills Perception +6
    SQ docile

    Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.
    Last edited by The McDungeonmaster; 11-30-2013 at 11:17 PM.
    "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination."

    Carl Jung

  9. #9
    Join Date
    Aug 2013
    West Virginia

    Default Lucien Renier

    Lucien Renier
    Male Human, Height: 6'4", Weight: 194lbs., Age: 17, Black Hair, Brown Eyes
    Traits: Tall, Twin Bite mark scar on neck, Uses the same phrases over and over, Obsessive, Suspicious(+1 to Sense motive; Sense motive is always a class skill), Reactionary(+2 inititive) Curse of the Rat: Most Reniers are a bite away from becoming wererats. Reniers suffer a -8 penalty on all Fortitude saves made to resist any wererat's curse of lycanthropy.
    Rodent Friend: The Renier family has a strange affinity for rodents of all types, gaining a +2 competence bonus on Handle Animal checks when dealing with such creatures. Further, they gain a +2 bonus on all Bluff and Diplomacy checks made in dealings with wererats or other rodent-like monsters.
    Allergen: All Reniers suffer severe allergies to a particular substance. If you come within 15 feet of the substance, you must make a Fortitude save DC 25. Success means you sickened until you leave the area. Failure means you are nauseated until you leave the area and for 1d6 rounds after.
    Languages: High Mordentish, Low Mordentish, Darkonese
    Fighter(Free-hand)6/Avenger2 Favored Class: Fighter(5 bonus skill points)
    XP(Fast Track): Current: 55,124 / Need: 50,000

    Str: 12(+1)[Str 16(+3)SoF]
    Dex: 20(+5)
    Con: 14(+2)
    Int: 15(+2)
    Chr: 17(+3)

    Speed: 30[40' SoF], Inititive: +7, Senses: +7

    Hit Die: 8d10+14 81/
    Armor Class: 22 (+6 armor, +5 Dex,+1 Dodge feat)
    (+2 Dodge bonus Wielding only one light or One-handed melee)
    (+3 Dodge bonus Combat Expertise)
    Base Attack: +8/+3 ; Melee: +9/+4;[+11/+6 SoF]; Ranged: +13/+8
    CM Bonus: +9(+13 disarm)[+11(+15 disarm) SoF]
    CM Defense: 24(28 disarm)[26(30 disarm) SoF]

    Saving Throws:

    Fort: +8 (+6 base, +2 Con)[-8 to resist Wererat's Curse of Lycanthopy; Curse of the Rat]
    Ref: +8 (+3 base, +5 Dex)
    Will: +5 (+3 base, +2 Wis)(+4 vs Horror; Jaded)[+7 Will SoF]
    (+2 all saves after failing fear or horror save; DMW)


    Human Bonus: Exotic Weapon:Firearms
    1st LvL: Sharp Ears: The Reniers have keen senses for picking up information and gossip alike, and are talented eavesdroppers. You gain a +2 bonus to all Diplomacy (Gather Information) checks and +2 Perception checks. If you have 10 ranks in one or more of these skills, the bonus increases to +4.
    Fighter 1: Weapon Focus:Rapier
    RL: Jaded
    Fighter 2: Quick Draw
    3rd LvL: Weapon Finesse
    Fighter 4: Weapon Specialization: Rapier
    5th LvL: Combat Expertise (+/-3)
    Vengeance 1: Dodge
    7th LvL: Mobility
    Bonus Tarokka: Dead Man Walking: Upon making a successful Fear or Horror save, you receive a +2 bonus to ALL saving throws for the duration of the encounter due to the icy calm with which you face mortal danger. The recognition that everyone dies can be a source of strength.
    Fighter 6: Improved Disarm

    Acrobatics: +6 (+2 ranks, +5 Dex, -1 AP)
    Climb: +5 (+2 ranks, +1 Str, +3 class, -1AP)[+7 SoF]
    Diplomacy: +9 (+3 ranks, +3 Chr, +3 class)[+2 Gather Information-Sharp Ears]
    Handle Animal:+8 (+2 ranks, +3 Chr, +3 class)[+2 Rodents-Rodent Friend]
    Intimidate:+10 (+4 ranks, +3 Chr, +3 class)
    Knowledge(Dungeoneering): +7 (+2 ranks, +2 Int, +3 class)
    Knowledge(Engineering): +7 (+2 ranks, + 2 Int, +3 class)
    Knowledge(Local): +6 (+4 ranks, +2 Int)
    Knowledge(The Planes): +3(+1 bonus rank, +2 Int)
    Perception: +7 (+3 ranks, +2 Wis, +2 Sharp Ears)(-1 per 20' with Spyglass)
    Perform(Dance): +4(+2 ranks, +2 Chr)
    Ride: +10 (+3 ranks, +5 Dex, +3 class, -1AP)
    Sense Motive: +12 (+6 ranks, +2 Wis, +3 class, +1 Trait)
    Survival: +11 (+6 ranks, +2 Wis, +3 class)(+1 Track)

    Deceptive Strike:+2 (CMB/CMD disarm; bonus to bluff to feint or create diversion)
    Elusive+2 (Dodge bonus to AC wielding single Light or One-Handed melee weapon)
    Singleton+1 (Bonus to hit and damage wielding single Light or One-Handed melee)
    Track (Half Avenger LvL to Survival to find and follow tracks)[+1]
    State Of Focus: 4+Wis Mod. Rounds per day [6]; Free action to enter; +4 Morale bonus to Str., +2 Morale bonus to Will, +10' Morale to Speed; When in this state of focus the avenger must
    choose a task to complete to the exclusion of all else, this
    task must be described in 25 words of less. Examples
    could be, “Survive this battle to hunt down the Count
    Prenderville” or “Discover the entrance to the lair of the Beast
    of Pirate Bay”. This state of focus may only be entered if
    the avenger has a current Nemesis.


    Armor: Mithral Breastplate (+6 Armor, +5 Max Dex, -1 Armor penalty[AP])

    {Eve}Avengers Sword: +18/+13 hit; D6+7[+9 SoF] damage; 18-20/x2 crit. [If the sword wounds a creature in combat, the wielder can then use locate creature 3 times that day to find it. The sword can only track one creature at a time, and its abilities do not extend beyond domain boundaries.]
    MW Dagger(x2): +15/+10 (+14 ranged) hit; D4+2(+1 ranged)[+4(+3)SoF]
    MW Musket: +14 hit; 2D6 damage; x3 crit, 150' range
    MW Pistol: +14 hit; D10 damage; x3 crit, 50' range

    Cloak of the Rat [Renier Family Heirloom]: The most obvious function of this magical garment is an ability to dry quickly and remain clean. No matter how waterlogged, muddy, or filth-stained it becomes, the garment dries within 1 minute of being hung in a dry location, and any smells or stains upon it likewise vanish. A second, less immediate effect is that the four pockets on the garment function as a Handy Haversack.
    -22 Blackpowder charges in powder horn
    -22 Iron shot
    -Bull's eye Lantern
    -Flint and Steel
    -MW Manacles
    -Quill Pen
    -Vial of Ink
    -10 sheets of paper
    -3 Silver Secrets
    -13 Copper Rumors
    -Message from Lyssa Von Zarovich
    -14 days rations
    -6 pints of oil
    -2 vials of ink
    -2 waterskins
    -cooking pot
    -50' rope
    - Obsidian Ape figurine (command word: prong )
    Last edited by Madkerik; 11-02-2017 at 02:52 PM.

  10. #10
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!


    Absent PC notes...

    Dr. Ludwig von Mordenheim of Lamordia male human Alchemist [Chirurgeon] 5/Rogue 1/Gunslinger 1 [CuL 9+ Renaissance]
    tall black hat, large head, large thick square black spectacles, short dark hair, grimly optimistic green eyes, black bag, 6'5", 185 lbs.

    Ludwig: Major Horror Effect [Mental Shock] at the sight of the bedchambers with Gerta slaughtering pillows and an eyeless rat with bloody pillow feathers floating in the air, Jan 13. DC 15 plus modifiers for additional future rolls.

    Kshatriya Novana Hiregaard of Nova Vaasa female human Inquisitor of Ezra 5/Detective 3 [CuL 7 Medieval]
    full-lipped, delicate hands, fair skin, straight silky dark hair cropped at chin line, delicately engraved silver headband, stern and alert brown-eyed gaze, silver holy symbol of Ezra, 5'7", 135 lbs.

    Novana dominated by Lyssa von Zarovich Jan 29
    OR 1 Novana Hiregaard of Nova Vaasa [+1 Kshatriya caste]

    Vaishya Sienna Saevaltanis of Sithicus, female half-elf Rogue [Poisoner] 5/Sorcerer [Fey] 3 [CuL 7, Medieval]
    black eyepatch, pointy ears, amber eyes, black ringlets with silver streak, long fingernails, wears golden brown leonine mane, 5'3", 133 lbs.

    OR 3 Sienna Saelvaltanis [+1 Half-Elf, +2 Vaishya caste]

    Skurn of Nowhere, Spirit of Revenge je'spanst Rogue [Survivalist] 7 [CuL 8 Chivalric]
    rat-like, large burned-out empty eye sockets, hairless save long spindly whiskers, large malformed ears sticking out sideways

    OR 11 Skurn, Spirit of Revenge [+5 Caliban, +1 The Caress, +5 je'spanst]
    Last edited by Bong Bellowsmoke; 02-19-2014 at 01:11 AM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    “I will,” Darvig uttered.


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