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Thread: Light In The Mists: Character Sheets

  1. #1
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    Default Light In The Mists: Character Sheets

    Quick Info

    Hit points: Current/Max
    ----------------
    Varsinya 10/10
    The Bull 12/17
    Nizami 8/8
    Anica 10/10
    Stanley 11/11
    Chantelle 10/10

    Varsinya
    ----------
    Saving Throws
    +2 Fort [+2 base, +0 con]
    +2 Ref [+0 base, +2 dex]
    +7 Will [+2 base, +5 wis] plus -1 morale penalty on nights of the full moon (see Moon Madness, below)
    +9 Fear [+2 base, +5 wisdom, +2 Blessed] plus -1 morale penalty on nights of the full moon (see Moon Madness, below), gains shaken condition when indoors on nights of the full moon (see Moon Madness, below)
    +9 Horror [+2 base, +5 wisdom, +2 Blessed] plus -1 morale penalty on nights of the full moon, see Moon Madness, below
    -3 Madness [+2 base, -5 wisdom] plus -1 morale penalty on nights of the full moon (see Moon Madness, below)
    Skills [ACP -2 armor} plus -2 when donning shield. [Outcast Rating 2 (half-vistana)] This may be reduced by 2 with a DC 15 Disguise check.
    +4 Appraise [1, +3 int] plus +2 on metal-based checks
    +1 Bluff [0, +3 cha, -2 OC]
    +7 Craft (weaponsmithing) [1, +3 int, +3 trained]
    +1 Diplomacy [0, +3 cha, -2 OC]
    +5 Intimidate [0, +3 cha, +2 OC]
    +7 Knowledge (religion) [1, +3 int, +3 trained]
    +7 Knowledge (planes] [1, +3 int, +3 trained]
    +9 Profession (woodcarving) [1, +5 wis, +3 trained]
    +11 Survival [1, +5 wis, +3 trained, +2 racial] plus: may reroll any attempt to light a fire (in any weather conditions) or rolls not to become lost while in the Mist. The character may pick the best of the two rolls.

    The Bull
    ---------
    Saves
    Fort [Base +2 Con +4] = +6
    Refl [Base +0 Con +1] =+1
    Will [Base +0 Wis +1 Trait +1] = +2 +4 vs. fear
    Fear [Base +0 Wis +1 +4] = +5
    Horror [Base +0 Wis +1] = +1
    Madness [Base +0 Wis -1] = -1
    Skills
    Climb +8 (1 rank +4 Strength +3 class skill bonus)
    Craft(tattoo) +7 (1 rank +3 strength +3 class bonus)
    Intimidate +3 (1 rank -1 charisma +3 class bonus)
    Perception +2( 1 rank +1 wisdom)
    Survival +5 (1 rank +1 wisdom +3 class bonus)
    Swim +8 (1 rank +4 strength +3 class bonus)

    Nizami
    ---------
    Saving Throws (1/day can reroll a failed saving throw)
    Fortitude +1 (+0 base, +1 con)
    Reflex +2 (+0 base, +2 dex)
    Will +7 (+2 base, +3 wis, +2 Iron Will)
    Fear +7 (+2 base, +3 wis, +2 Iron will)
    Horror +7 (+2 base, +3 wis, +2 Iron will)
    Madness +1 (+2 base, -3 wis, +2 Iron will)
    Skills
    Diplomacy -4 (+1 cha, -5 Outcast rating)
    Intimidate +6 (+1 cha, +5 outcast rating)
    Knowledge (arcana) +9 (1 rank, +5 Int, +3 trained)
    Knowledge (local) +9 (1 rank, +5 Int, +3 trained)
    Knowledge (nature) +9 (1rank, +5 Int, +3 trained)
    Knowledge (religion) +9 (1 rank, +5 Int, +3 trained)
    Linguistics +9 (1 rank, +5 Int, +3 trained0
    Spellcraft +9 (1 rank, +5 Int, +3 trained)
    Stealth +6 (1 rank, +2 Dex, +3 trained, -2 drawback, +2 racial)

    Anica
    --------
    Saves:
    Fort:+1(+0 base, +1 Con)
    Ref: +4(+2 base, +2 Dex)
    Will: +5(+2 base, +3 Wis)
    Fear: +5(+2 base, +3 Wis)
    Horror: +5(+2 base, +3 Wis)
    Madness: -1(+2 base, -3 Wis)
    Misc.=+2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.(Enemy of the Dead)
    Skills
    Bluff: +9 (+1 rank, +4 Chr, +3 class, +1 trait)[+2 to someone 5 ranks in Craft or Perform-Muse]
    Diplomacy: +8 (+1 rank, +4 Chr, +3 class)[+2 to someone 5 ranks in Craft or Perform-Muse]
    Knowledge(History):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Knowledge(Local):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Knowledge(Nobility/Royalty):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Knowledge(Religion):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Linguistics: +6 (+1 rank, +2 Int, +3 class)
    Perception: +7 (+1 rank, +3 Wis, +3 class)
    Perform(Sing) +10 (+1 rank, +4 Chr, +3 class, +2 Prodigy)[+2 to someone 5 ranks in Craft or Perform-Muse]
    Preform(Strings) +10 (+1 rank, +4 Chr, +3 class, +2 Prodigy)[+2 to someone 5 ranks in Craft or Perform-Muse]

    Stanley
    ---------
    Saves
    FORT +4
    REF +4
    WILL +3
    FEAR +7
    HORROR +3
    MADNESS +1
    Skills
    Acrobatics +6
    Bluff +10
    Climb +3
    Diplomacy +10
    Disable Device +5
    Disguise +4
    Escape Artist +2
    Fly +2
    Heal +1
    Intimidate +8
    Knowledge (Local) +5
    Perception +5
    Ride +2
    Sense Motive +5
    Stealth +6
    Survival +2
    Swim +7

    Chantelle
    --------------
    Saves
    +4 Fort (2, +1 con, +1*)
    +2 Ref (0, +1 dex, +1*)
    +7 Will (2, +4 wis, +1*)
    +7 Fear (2, +4 wis, +1*)
    +7 Horror (2, +4 wis, +1*)
    -1 Madness (2, -4 wis, +1*)
    *Protection Domain power resistance bonus
    Skills
    +8/+10* heal (4,1,3) * +2 circ. bonus to heal checks w/ kit
    +5 knowledge [religion] (1,1,3)
    +5 knowledge [history] (1,1,3)
    +5 spellcraft (1,1,3)
    Last edited by Drakestendor; 04-24-2014 at 08:56 PM.

  2. #2
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    Varsinya Weissritter of Immol

    http://
    imagur

    female half-vistana (kamii tribe) Paladin (Undead Scourge) of Ezra 1

    “O Duty! If that name thou love, Who art a light to guide, a rod to check the erring, and reprove.” - William Wordsworth, “Ode to Duty”

    Description & Heritage 5’7”, 114 lbs, 18 years old. Long, curly dark reddish-brown tresses tied up in bun under wimple, pale olive skin, hazel eyes. Varsinya is the daughter of Hanzi of the Kamii tribe (unknown personally to Varsinya), a Vistana blacksmith, and Dearborghaill Weissritter, a red-headed Forfarian likely descended from immigrants from the ancient and possibly abandoned village of Forformax in the Forlorn Forest, but who currently lives in the village of Immol in Barovia, as her mother's, mother had so before her. Her grandmother was said to have known a nobleman, Veaceslav Von Zarovich.
    Traits Headstrong, Hard to Kill, Survivor, Axe to Grind, Moon Madness, Visions of Horror, Blessed Touch, Thirst for Blood, Higher Standards, Lure of the Dark Powers
    Languages Balok, Forfarian, Vaasi, Patterna
    Cultural Level Barovia: Medieval (CuL 7)

    HP 10/10

    14 Strength
    15 Dexterity
    10 Constitution
    17 Intelligence [15 plus +2 Von Zarovich bloodline]
    20 Wisdom [18 plus +2 half-vistana] plus -2 morale penalty on nights of the full moon (see Moon Madness, below)
    17 Charisma [17 plus -2 half-vistana, +2 any ability score half-vistana]

    AC 16 [+2 Dex, +4 chain shirt] plus +1 with light steel quick draw shield emblazoned with a down-pointed silver longsword crossed with a sprig of belladonna
    Init +4, Speed 30 [35 when outdoors on nights of the full moon, see Moon Madness, below]
    Base Attack +1, CMB +3, CMD 15

    Saving Throws
    +2 Fort [+2 base, +0 con]
    +2 Ref [+0 base, +2 dex]
    +7 Will [+2 base, +5 wis] plus -1 morale penalty on nights of the full moon (see Moon Madness, below)
    +9 Fear [+2 base, +5 wisdom, +2 Blessed] plus -1 morale penalty on nights of the full moon (see Moon Madness, below), gains shaken condition when indoors on nights of the full moon (see Moon Madness, below)
    +9 Horror [+2 base, +5 wisdom, +2 Blessed] plus -1 morale penalty on nights of the full moon, see Moon Madness, below
    -3 Madness [+2 base, -5 wisdom] plus -1 morale penalty on nights of the full moon (see Moon Madness, below)

    Weapons
    Silvered Longsword +3 1d8+2 19-20/x2 [+1 damage two-handed; +1 trait bonus to damage against foes threatened only by you, see Axe to Grind, below; +1 bonus attack and damage when in berzerk frenzy, see Thirst For Blood, below] 4 lbs., slashing
    Straight Razor +3 1d4+2 x3 [+1 trait bonus to damage against foes threatened only by you, see Axe to Grind, below; +1 bonus attack and damage when in berzerk frenzy, see Thirst For Blood, below] 1/2 lb., piercing
    Wooden Stake +3 1d4+2 [+1 damage two-handed; +1 trait bonus to damage against foes threatened only by you, see Axe to Grind, below; +1 bonus attack and damage when in berzerk frenzy, see Thirst For Blood, below] 4 lbs., 1 lb., piercing. Range Increment if thrown 10 feet.

    Feats
    Blessed [1st level] You are not only aware of the existence of evil, but have pledged to oppose it. If you lose this feat (see below), you lose the benefits of every feat that has it as a prerequisite. Blessed characters receive a +2 morale bonus on Fear and Horror saves. Divination spells can reveal that someone is Blessed. Varsinya (with DM’s approval) has passed the “test of virtue” as part of her backstory, which is one of the choices of prerequisites for the Blessed feat. Varsinya is not an “Innocent”, but is Moral.
    Warding Gesture (Undead) [1st level bonus RL feat] At some point in the past, a relative or friend taught you a simple folk gesture thought to keep the minions of evil at bay. Though you rely on this superstition reflexively, unnatural creatures are genuinely fearful of you when you brandish such a sign. Whether this is because of its occult power or simply your belief in its power is uncertain. Choose one of the following creature types: aberrations, constructs, dragons, elementals, fey, giants, magical beasts, outsiders, shapechangers, or undead. As a standard action that provokes an attack of opportunity, you can make a simple gesture. Creatures of your chosen type must make a Fear save DC 10 + 1/2 your total character level + your Cha modifier. You can make the gesture only once per encounter, but it is usuable an unlimited number of times per day. This is an extraordinary ability. You may take this feat multiple times. Each time you must designate a new creature type that is affected by the gesture.

    Special
    Headstrong You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or head an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
    Blessed Touch Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
    Axe to Grind [PF Trait] There is a fire in your heart that cannot be quenched. You gain a +1 trait bonus to damage against foes who are threatened only by you.
    Hard to Kill [PF Trait] Your strong will to live and spread good makes you a tough opponent to take down. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
    Survivor (Ex) [Half-Vistana Racial Trait] Half-Vistani have a +2 racial bonus to Survival checks. Half-Vistani may reroll any attempt to light a fire (in any weather conditions) or rolls not to become lost while in the Mist. They may pick the best of the two rolls.
    Moon Madness (Su) [Half-Vistana Racial Trait] 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 +5 ft morale bonus to base speed.
    Kamii Tribe (Ex) [Half-Vistana Racial Trait] +2 racial bonus on metal-based Craft checks. +2 Appraise checks to identify a metal in detail.
    Visions of Horror [Von Zarovich Family Curse] Varsinya Von Zarovich is visited with images of horror from her family’s past and the horrors of the future, as well as haunting images of the torments that await them at the hands of the Dark Powers. Every time she is wounded in battle, she must succeed a DC 12 Will save or be dazzled by these flitting images for the duration of the present combat and for 1d3 rounds thereafter. A dazzled character takes a -1 penalty on attack rolls and Perception checks.
    Thirst for Blood [Von Zarovich Family Curse] When in combat, every time Varsinya wounds an opponent with a melee attack, the Von Zarovich must make a DC 12 Will save or fly into a berzerk frenzy, gaining a +1 bonus to attack and damage rolls and attacking that opponent until it falls (even if she had been dealing nonlethal damage up to that point). Once the opponent drops, the Von Zarovich must make a DC 15 Will save each round or continue to attack it, effectively making a coup-de-grace attack that round. If at any time she rolls a natural 1 on this save, the character immediately abandons the fallen enemy and throws himself upon the nearest opponent, still gaining the bonuses for his frenzy. If this opponent drops, the Von Zarovich must again make a Will save to avoid mutilating the fallen as described above. The DM may apply penalties to the Von Zarovich character’s Will saves if the current opponent is a hated enemy (ranging from -1 to -5) for major antagonists of the character or traditional family enemies.
    Lure of the Dark Powers [Von Zarovich Familty Curse] Varsinya has a permanent +1% modifier to all powers checks. For example, an unprovoked assault upon a friend normally requires a 2% pwers check, but in the case of the tainted Von Zarovich character, this percentage rises to 3%.
    Higher Standards [MF Paladin] When paladins make a powers check they do so at double the usual chance of failure. I assume this stacks with Lure of the Dark Powers (see above).
    Detect Evil (Sp) [MF Paladin] This ability functions as Detect Chaos or as Detect Evil in the case of evil ousiders. The paladin can use it at will, and as a move action, consentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds.
    Smite Evil (Su) 1/day [Paladin Undead Scourge Archetype] This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.

    Skills [ACP -2 armor} plus -2 when donning shield. [Outcast Rating 2 (half-vistana)] This may be reduced by 2 with a DC 15 Disguise check.
    +4 Appraise [1, +3 int] plus +2 on metal-based checks
    +1 Bluff [0, +3 cha, -2 OC]
    +7 Craft (weaponsmithing) [1, +3 int, +3 trained]
    +1 Diplomacy [0, +3 cha, -2 OC]
    +5 Intimidate [0, +3 cha, +2 OC]
    +7 Knowledge (religion) [1, +3 int, +3 trained]
    +7 Knowledge (planes] [1, +3 int, +3 trained]
    +9 Profession (woodcarving) [1, +5 wis, +3 trained]
    +11 Survival [1, +5 wis, +3 trained, +2 racial] plus: may reroll any attempt to light a fire (in any weather conditions) or rolls not to become lost while in the Mist. The character may pick the best of the two rolls.

    Clothing & Equipment
    Black and White Habit with Wimple and Veil over Chain Shirt 25 lbs.
    Light Steel Quick Draw Shield 7 lbs.
    Silvered Longsword 4 lbs.
    Straight Razor 1/2 lbs.
    Wooden Stake 1 lb.
    Book of Teachings on Ezra 1 lb.
    Wooden-Carved Holy Symbol of Ezra -
    Soap 1/2 lb.
    Hooded Lantern 2 lbs.
    Maple Syrup 1/2 lb.
    Lamp Oil 1 lb.
    Powder 1/2 lb.
    Whetstone
    Flint and Steel
    Pouch of Coins:
    2 gold wolffangs
    2 silver ravenclaws
    9 copper rat teeth

    ...

    Donkey “King” same stats as pony. can carry 600-800 lbs.
    Packsaddle for Kong
    Saddlebag for Kong
    Bedroll 5 lbs. (saddlebag)
    Bear trap 10 lbs. {saddlebag)
    Winter Blanket (saddlebag)
    Hemp Rope (50 ft.) 10 lbs. (saddlebag)
    Jug 9 lbs. (saddlebag)
    Candlestick (Red) 1/2 lb. (saddlebag)
    Candlerod 1 lb. (saddle bag)
    30 lbs. of Turnips (saddlebag)
    Waterskin (saddlebag)
    A pound of street meat (saddlebag)
    "figurine" - starfish with eyeball in the center, feels wet to the touch.

    Notes
    Terestrãu ("Mount Sawtooth")

    Background
    Varsinya was born to Dearborghaill Weissritter in the Barovian village of Immol nestled southeast of the Balinok Mountains. Most Immol trade would come from the realms further to the southeast - Hazlani opium and Nova Vaasan steeds swift as bats in the night with their shiny black coats, among many other goods. For three months out of the year, the pass through the Balinoks to most other Barovian villages from Immol was choked frozen with ice and snow and jagged cliffs. “Nothing can kill a man as quickly, or as slowly, as the Balinoks.” Every Barovian grew up with that as one of the first phrases they knew by heart, including Varsinya.

    And so Varsinya had never left her village of Immol. Her mother kept her safe near home. Dearborghaill had red hair, a rare color for a Barovian. She was of Forfarian stock, folk from the haunted Forlorn forests to the southwest who had long ago migrated to Immol, for their were only remnants and ruins of towns rumored to exist these days in the Forlorn, and haunted castles. Other Barovians of Immol had come to accept her, as there had been dozens of generations of a handful of Forfarian descended families in Immol over the years. In most respects, Dearborghaill was a Barovian. But unlike most maidens of age 13 or 14, she never married, instead, falling in love with a Vistani man whose caravan often stopped to camp on the fringes of the village. The two’s meeting led to Varsinya’s birth the next winter.

    Varsinya had never known her father. But she was half his blood, connected with things deeper than she understood. On nights of the full moon, she would shake in her bed. She had a knack for nature, though was often too sick to go outside as a child, and would sometimes begin screaming for no apparent reason. Sometimes, during the full moon she would sneak out into the night, like no one should in Barovia. There, from a beggar in a dark misty alley, she had learned to make a sign across her chest to protect her from nosferatu.

    Varsinya’s father, Hanzi of the Kamii Tribe, had been a blacksmith, Dearborghaill knew. It made Dearborghaill happy to see a preadolsecent Varsinya learn something of the crafting of steel into swords from the local weaponsmith, a kindly family man named Borsch. Varinya even held and swung some of Borsch’s hammers in her own hands a time or two, learning a thing about the craft. She even learned how to swing a sword and mean it, and was decent at it. Dearborghail decided Varsinya in many ways took after her long lost and beloved Vistana father, and so fostered it, even teaching Varsinya the words she had learned from Hanzi of the Vistana tongue, Patterna.

    One night, when Varsinya had snuck out of the house when the moon was full and unable to sleep, she had seen a fire down the street. It was the newly constructed Church of Ezra. Months before, a Sentire had come from lands afar, over the Balinok Mountains from the west, spreading the word of Ezra. Varsinya ran toward the fire. All she came away with, in the end, was the deceased priest’s bible, the Teachings of Ezra, Our Gaurdian in the Mists, and a few singed journal notes the Sentire had kept. She studied them all, spending weeks, obsessively. She tried piecing together torn pages, like pieces of a puzzle. An intelligent girl, from the notes she also learned of other things, the creatures of the night. They were more than superstition according to the dead priest's journals. In addition, the Sentire had even mentioned HER. It was then, Varsinya learned, that despite her mother’s last name, which was a Forfarian name, there was Von Zarovich blood was in her lineage. She was nobility!! She jumped for joy that day.

    She learned of wooden stakes, and silver, and belladonna. And herself. The priest knew about and wrote of the many nights she had woken up screaming after visions of horror. In his final notes that Varsinya could piece together, the priest confessed himself of spying on Varsinya quite often, for he feared she was a nosferatu, or would become one because of her Von Zarovich blood.

    Because of the superstitous fear that pervaded the hearts and minds of the villagers of such creatures of the night in the lands of Barovia, the locals banished the idea of embracing the goddess Ezra, fearing that the church’s presence had drawn the creature’s of the night’s attention. The Sentire's body had been found exsanguinated. However, the night that Varsinya had snuck out and saw the fire, it had been burned not by a vampire, but by the town’s folk - angry and fearful farmers, with the support of the local Burgomaster.

    It was the next night of the full moon when Varsinya snuck out of the house again, hands shaky as she shut the window after climbing through it. She went to the burned temple again, and it was that night that she saw him. There was no mistaking - the preternatural grace, the dark handsomeness, the fangs, and red eyes. Something stirred in her. She felt allure for the first time. It also made her scared, as it did most maidens, the first time such emotions ran though their blood. Varsinya made the warding gesture the beggar had taught her, and the nosferatu froze, hissing, unable to approach her. The hissing scared her more. Varsinya ran; and ran until she was safely under the covers of her bed, trembling, with the curtains closed. That night she did not sleep, and thought she heard the sound of a bat flapping at her window, beckoning her with mystical curiosity. But still she did not move, except for quaking to her core.

    By morning, she had passed the test of virtue. From that night on, she prayed to Ezra every night. And the Guardian of the Mists shielded her from the creatures of the night...she never again snuck out at night. She prayed and prayed. She no longer wished to ever marry. Her only desire was to destroy the creatures of the night and protect those kindly type folks like the Sentire and Borsch from such horrors. In other words, she had an axe to grind. She would one day become the scourge of the undead, she told herself.

    Varsinya was sixteen when she had worked for Borsch long enough to have saved enough wolffangs to pay for her own longsword, silvered, and a chain shirt and small steel shield with the symbol of Ezra etched into it. As a young and beautiful maiden, with also the mystique of the Vistana blood in her, she tended to get her way with the local merchants and armorsmoths, just by smiling a lot and being sweet, she discovered. She had taken a liking for woodcarving, and made a wooden stake, and also made her own holy symbol of a Ezra from the wood of an ash tree - a silverish longsword crossed with a sprig of belladonna over a field of an alabaster shield. Her symbol lacked color, but it was a good try. She wore it about her neck, always, and The Guardian of the Mists blessed her...

    When Varsinya had worked for enough money to buy a donkey and travelling gear, she decided it was time to leave Immol. There was a wanderlust, something she couldn’t explain, within her. She seemed drawn to the Mists that would fall over the village. Her mother thought it was her vistana heritage, and blessed Varsinya’s departure from Immol, though not easily. But Varsinya had been resolute, and old Borsch helped talk Dearborghaill into letting her daughter leave the village, alone on her own. z"She’s got that Vistana blood in her", he would say. "You must let her go, or she will go mad. I’ve seen it happen". It was then Dearborghaill somberly relented.

    As far as Varsinya’s destination was concerned, there was only one place on her mind. Across the Balinok Mountains to the west, somewhere in another realm there was said to be what was called the Home Faith, the Great Cathedral of Ezra. She would find it, someday. For if she found it, she would train to become unstoppable at defending the innocent from the creatures of the night.
    Last edited by Bong Bellowsmoke; 05-06-2014 at 09:59 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.

  3. #3
    Join Date
    Feb 2010
    Location
    Within the cone nebula
    Posts
    675

    Default the bull



    Unbreakable fighter Human 5'9" 223 lbs.
    Languages: Balok, low Mordentish, Falknovian, Vassi
    Traits:
    Muscle of the Society:
    Benefit: You gain a +2 trait bonus on Strength checks, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
    Auspicious Tattoo Benefit: You gain a +1 trait bonus on will saving throws.
    Invidian Heart (stoic optimism) You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair.Benefit: You receive a +2 trait bonus on saving throws against fear effects.
    Drawback: burned

    Hit Die: 1d10(10)+4 Con +3 feat HP: 12/17
    AC: 13 (+1 dex, +2 armor)
    Str 18
    Dex 13
    Con 18
    Int 16
    Wis 12
    Cha 9


    BA +1 CMB +5 CMD 16
    fist +5 d3+4
    rusty knife +5 d4+4
    Earth breaker +5 2d6+6

    Saves
    Fortitude Base +2 Con +4 = +6
    Reflex Base +0 Con +1 =+1
    Will Base +0 Wis +1 Trait +1 = +2 +4 vs. fear

    SKills:
    Climb +8 (1 rank +4 Strength +3 class skill bonus)
    Craft(tattoo) +7 (1 rank +3 strength +3 class bonus)
    Intimidate +3 (1 rank -1 charisma +3 class bonus)
    Perception +2( 1 rank +1 wisdom)
    Survival +5 (1 rank +1 wisdom +3 class bonus)
    Swim +8 (1 rank +4 strength +3 class bonus)


    Feats

    Tough as Nails: gains endurance and diehard as bonus feats; replaces ftr bonus feat at 1st level.
    bonus ravenloft: back to the wall
    bonus human: improved unarmed strike
    1st level toughness

    Equipment (264)
    soap (1cp)
    hammock (1sp) 3lbs
    leather poncho (5sp) 2lbs.
    backpack (2gp) 2lbs.
    small treasure chest (3gp) 25lbs.
    flask (3cp)
    rusty dagger 2lbs
    leather armor 15lbs (10gp)

    Background:
    The Bull was born in Karina in the lands of Invidia to a woman rumored to be a whore. Left to the cruelty of life when only a boy, the Bull survived on the streets, stealing what he needed to survive. He was taken in by a traveling circus that passed through Karina. As he grew so did his strength and endurance, as well as his cunning. Traveling with the Circus allowed him to learn languages from places he'd never heard of. He dreams of one day owning a shiny bastard sword and getting a few more tattoos.
    Last edited by the_elder_snail; 12-20-2013 at 05:39 AM.

  4. #4
    Join Date
    Apr 2006
    Location
    Any jail cell of your local town
    Posts
    4,267

    Default

    Nizami the Seer Male Caliban Wizard (Diviner) 1


    imagur

    Medium humanoid (Caliban), Age: 18, Height: 5'7, Weight: 165
    Traits: Magic is Life: Your faith in magic allows you to reflexively use the energy of any spell effect currently on you to save you from death. Benefits: As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
    Future warnings: because you see into the future, you anticipate peril. Benefits:When you cast augury or divination, you gain a +1 sacred bonus on all saving throws for 10 minutes per your caster level in the class you used to cast the spell.
    Second Chance: You have a knack for avoiding trouble. Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
    Drawback: Misbegotten- Because of scars and malformations of your birth you take a –2 penalty on all Dexterity-based skill checks.
    Special: Outcast rating +5
    Languages: Balok, Forfarian, Luktar, Patterna, Sithican, Thaani
    Favored class: Wizard (extra HP at level 1)
    XP: 0

    Str 11 +0 (was a 9, +2 caliban)
    Dex 14 +2
    Con 12 +1
    Int 20 +5 (was an 18, +2 caliban any score)
    Wis 16 +3
    Cha 13 (was a 15, -2 caliban)

    Speed: 30', Initiative: +3 (+2 dex, +1 wiz), Senses:
    Hit dice: 1d6+1+1 (favored class) Hit Points 8/8
    AC 12 (+2 dex)
    Base attack: +0
    Melee attack: +0
    Ranged attack: +2
    CMB: +0
    CMD: 12 (10+0 base+0 str+2 dex)

    Saving Throws (1/day can reroll a failed saving throw)
    Fortitude +1 (+0 base, +1 con)
    Reflex +2 (+0 base, +2 dex)
    Will +7 (+2 base, +3 wis, +2 Iron Will)

    Fear +7 (+2 base, +3 wis, +2 Iron will)
    Horror +7 (+2 base, +3 wis, +2 Iron will)
    Madness +1 (+2 base, -3 wis, +2 Iron will)

    Feats
    1st Iron Will
    Bonus (wizard) Scribe scroll
    Bonus (RV) Portents [Prereq: Wis 15+]
    You are blessed with hazy visions of the near future. These take the form of vague feelings of comfort or dread that manifest on the cusp of pivitol choices. 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.

    Abilities (class/racial)
    Darkvision 60'
    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
    Arcane bond: Sinister Possession: In the case of a bonded item all such items are cursed by the Dark Powers and become a sinister possession. Sinister possessions are a lens and focus to a wizard’s negative impulses, they are motivated by their own survival and being in the company of a wizard of power. Sinister possessions are always evil but do not impose negative levels on owners of a different alignment. Sinister possessions have a +5 to Ego. When it is first used by the wizard, roll once on the Intelligent Item Powers table and half the result for a free power (essentially results 01-50% are acceptable). Wizards may use the sinister possessions of other wizards but must discard their own in order to do so. If a sinister possession’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type, until it is picked up by another wizard (its personality, ego and powers remain the same). Discarding a sinister possession requires a will save versus the DC = Ego of the item; this may be attempted once per week. Sinister possessions of dead wizards often believe themselves to be those said same wizards trapped in an item.
    Sinister possessions may once per day cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared while in the wizards presence but of its own volition. This replaces a bonded item’s ability to be used to cast such a spell. When the item is enchanted by the wizard, count the amount spent in enchantment as increases in the possession’s intelligence, wisdom or charisma score
    Arcane school: Divination (foresight), Opposed schools: Evocation, Necromancy
    Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
    Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (8/day).

    Skills
    Diplomacy -4 (+1 cha, -5 Outcast rating)
    Intimidate +6 (+1 cha, +5 outcast rating)
    Knowledge (arcana) +9 (1 rank, +5 Int, +3 trained)
    Knowledge (local) +9 (1 rank, +5 Int, +3 trained)
    Knowledge (nature) +9 (1rank, +5 Int, +3 trained)
    Knowledge (religion) +9 (1 rank, +5 Int, +3 trained)
    Linguistics +9 (1 rank, +5 Int, +3 trained0
    Spellcraft +9 (1 rank, +5 Int, +3 trained)
    Stealth +6 (1 rank, +2 Dex, +3 trained, -2 drawback, +2 racial)

    Spellbook
    0 Level- All except those from the evocation and necromancy schools
    1st Level Comprehend languages, Detect undead, Disguise self, Mage armor, Magic weapon, Peacebond, Protection from evil, Sleep

    Prepared spells DC 10+5 Int+ spell level
    0 Level (DC 15) (3)- Daze, Detect magic, Mage hand
    1st Level (DC 16) (3+1) Detect undead*, Disguise self, Mage armor*, Peacebond
    * spell cast

    Equipment 19 gold wolf fangs, 9 silver ravenclaws
    All seeing eye pendant (Arcane bond)
    Spellbook
    Spell component pouch
    Backpack
    2 Ink vials
    Inkpen
    20 pieces of parchment
    3 scroll cases (each can hold four scrolls to be retrieved as a move action, can cram more in but is a full round to retrieve)
    Dagger
    2 flasks of acid
    flask of Holy water

    Background: Nizami was born to one of the many wandering vistana tribes in Barovia, although he was born under auspicious circumstances. His mother, Kizzy, was the daughter of the tribes elder... Madam Mala. During Kizzy's youth she fell in love with a young vistana man named Jal. Unknown to both, Jal had another admirer, a woman named Aisha, and when their love was professed Aisha challenged Kizzy in front of the whole tribe. It was a challenge to the death, the winner claimed Jal. The duel was in front of the tribe and in the end Kizzy killed Aisha, but with her dying breath she laid a curse upon Kizzy... "May your first born be of light and dark, his face will be scowled upon by all!"

    Years later, Nizami was born, a child of light and dark, life and death. Jal wanted the boy killed but Kizzy refused as she and Madam Mala raised Nizami in the vardo of the elder. When Nizami was at the age of seven, Madam Mala found he had a gift of foresight. He could see into the future and she knew he was a true gift. Nizami would give portents to many of the tribe, but when a man named Raska didn't like what the boy had to say he grew angry and swore revenge on Nizami.

    One night just outside of the city of Immol as the tribe was preparing to leave, Raska got his revenge. He stealthily sneaked into Madam Mala's vardo and stole Nizami. He tied him up and left him to die as the mists enshrouded the tribe and disappeared. Nizami was alone, all he had was the all seeing eye pendant his grandmother had given him. He closed his eyes and prayed death take him fast.

    When he awoke he was being tended to by a farmer and his wife who had found the boy unconscious. The couple cared for Nizami as if he were their own despite his defects. As he grew, Nizami found he loved to write and read. One day he found a strange book while in Immol. All the pages were blank and it was just laying in the street. He took it home and began to write in it. When he was finished he saw strange words were written in the book, he didn't remember writing them but when he read the words they resonated through his mind. The words allowed Nizami to do wonderful things such as read strange languages, put farm animals to sleep and best of all... change his appearance.

    He kept his abilities a secret from his adoptive parents and when he was eighteen he left to try and make his own path in the city of Immol.
    Last edited by Spasseltock Nimblefingers; 10-02-2013 at 03:30 PM.
    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

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    Default Anica Rosell



    Anica Rosell

    Human Female 5' 7" 97lbs. Age 16 Black Hair Brown Eyes

    Traits:
    Enemy of the Dead: You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
    Fast Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
    Gifted Adept: Pick one spell when you choose this trait (Cure Light Wounds) from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
    Drawback:
    Vain:Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

    Languages: Balok, Vaasi, Forfarian, Thaani

    Bard(Dirge Bard)1 Bard favored class (+1 skill and +1 hp Fast Learner)


    Str: 11+0
    Dex: 14+2
    Con: 12+1
    Int: 15+2
    Wis: 17+3
    Chr: 19+4


    Speed: 30' Inititive: +2 Senses: +7

    Hit Die: 1d8+1+1 (10 hp)
    Armor Class: 12 (10 +0 AR, +2 Dex)

    Base Attack:+0 Melee Attack:+0 Ranged Attack:+2
    CM Bonus:+0(+0 Base, +0 Str)
    CM Defense: 12(10+0 base, +0 Str, +2 Dex)

    Saves:

    Fort:+1(+0 base, +1 Con)
    Ref: +4(+2 base, +2 Dex)
    Will: +5(+2 base, +3 Wis)
    Fear: +5(+2 base, +3 Wis)
    Horror: +5(+2 base, +3 Wis)
    Madness: -1(+2 base, -3 Wis)
    Misc.=+2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.(Enemy of the Dead)

    Feats:

    Human Bonus: Fast Learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class.

    1st Level: Prodigy: Gain a +2 bonus on two Craft, Perform, or Profession skills.(Perform:sing, Perform:Strings)

    Ravenloft Bonus : Muse: Your very presence inspires passion and stirs others to works of creative genius. When allies attempt a Perform check within 30 feet of you and you are in their line of sight, they receive a +2 circumstance bonus to their roll. This effect does not extend to any creatures other than your allies unless you wish it to. This is an extraordinary ability. You can grant a +2 circumstance bonus to an ally who is using the Craft skill to create an item, but you must spend all of the item's construction time in the company of the creator and your activities must be limited to talking, eating, and resting. You receive a +2 bonus to Bluff, Diplomacy, and Perform checks when interacting with a character who has at least 5 ranks in Craft or Perform. If you are a spell caster, the DC of any charm spell you cast increases by +1. Whenever you are reduced to below 0 hit points, any allies in your presence with a Charisma of 12 or higher must make a Horror save DC 20.


    Skills:

    Bluff: +9 (+1 rank, +4 Chr, +3 class, +1 trait)[+2 to someone 5 ranks in Craft or Perform-Muse]
    Diplomacy: +8 (+1 rank, +4 Chr, +3 class)[+2 to someone 5 ranks in Craft or Perform-Muse]
    Knowledge(History):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Knowledge(Local):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Knowledge(Nobility/Royalty):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Knowledge(Religion):+7 (+1 rank, +2 Int, +3 class, +1 Bard)
    Linguistics: +6 (+1 rank, +2 Int, +3 class)
    Perception: +7 (+1 rank, +3 Wis, +3 class)
    Perform(Sing) +10 (+1 rank, +4 Chr, +3 class, +2 Prodigy)[+2 to someone 5 ranks in Craft or Perform-Muse]
    Preform(Strings) +10 (+1 rank, +4 Chr, +3 class, +2 Prodigy)[+2 to someone 5 ranks in Craft or Perform-Muse]


    Abilities:
    Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

    Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier [(8)]. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

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

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

    -Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
    Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier)[(15)] to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

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

    Spells:
    DC: 10+Chr(+4)+spell level

    0-Level (unlimited)
    1.Dancing Lights
    2.Lullaby (DC 14)
    3.Open/Close (DC 14)
    4.Prestidigitation (DC 14)

    1st Level (2/day)
    1.Charm Person (DC 16 Muse)
    2.Cure Light Wounds (DC 15, Cast at +1 level gifted Adept)


    Equipment:

    Weapons:
    Light mace +0 melee(Bludgeon), d6 damage x2 critical
    Daggers[x3] +0 melee(Slashing/Peircing), d4 damage 19-20/x2 Critical
    +2 ranged 10' range

    Violin and Bow
    Artisan's Outfit(x3, 1 black, 1 grey, 1 red)
    Backpack
    Bedroll
    Steel Hand Mirror
    2 Vials of ink
    Quill Pen
    Book half filled with music sheets and notes on music
    1 vial of perfume
    Garnet Necklace and 2 matching garnet rings (10gp necklace, 5 gp rings)
    85(gp)
    7(sp)
    9(cp)


    Background:
    When Anica was 8 years of age a fire claimed her parents, leaving her an orphan. All alone in Immol she was taken in by the owners of The Bolting Stag, to work cleaning the guest rooms, stables, and after a few years serve food and drinks to the guests.
    Her life changed several years later when a traveling musician stayed at the inn, while attending a funeral for a friend. Anica couldn't believe the music he put forth. She was transfixed for a time until she was drug off by the owner, for not doing her job. She didn't care that she went to sleep without dinner and that she had been beaten. That music haunted her.
    She arose earlier than usual, she finished her morning chores faster than she had ever before. She managed to catch the man before he left on his horse.
    "Please sir the music that you played last evening, what was it? How did you play it so? Please sir, it's all I could think of last night. Please teach me."
    The musician looked down on her, smiled, and retrieved a large, battered tome from his bag.He then tossed the book and his violin to her and said "I think you'll figure it out." Then spun his horse around and rode away.

    Since that day shes figured what he meant after pouring over the tome, which had been filled with old musical sheets and notes on music history and theory. She seamlessly learned how to play the violin and to sing. She also began to realize her own natural influence grew as she got more beautiful. Allowing her more freedom from her "adoptive" family. Of course now they wanted her to play for the customers as well as serve.

    She has since managed to use her charms to allow her access to the Teodorus Archives, the incredible library located within Immol. Her thirst for more musical knowledge made her a little more bold in this undertaking, being one of the burgomaster's pride. But the old librarian had no chance against her charms.
    She now dreams of places farther from here, saving what money she can for that day to come...
    Last edited by Madkerik; 04-19-2014 at 03:34 PM.

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    Default Stanley Brushburg

    images.jpeg

    Male Human Rogue 1

    HP: 11

    Initiative: +2

    STR 17 (+3)
    DEX 14 (+2)
    CON 17 (+3)
    INT 12 (+1)
    WIS 13 (+1)
    CHA 18 (+4)

    AC: 14 Touch: 12 Flat-footed: 12

    FORT +4 REF +4 WILL +3

    BAB: +0 CMB: +3 CMD: +15

    LANGUAGES

    Balok, Low Mordentish

    SKILLS

    Acrobatics +6
    Bluff +10
    Climb +3
    Diplomacy +10
    Disable Device +5
    Disguise +4
    Escape Artist +2
    Fly +2
    Heal +1
    Intimidate +8
    Knowledge (Local) +5
    Perception +5
    Ride +2
    Sense Motive +5
    Stealth +6
    Survival +2
    Swim +7

    PROFICIENCIES

    Stanley 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.

    WEAPONS

    Improved Unarmed Strike (+3 to hit, 1d3+3 x2)
    Rapier (+3 to hit, 1d6+3 18-20/x2)

    ARMOR

    Leather Armor (+2 bonus, ACP 0)

    GEAR

    Masterwork backpack, bedroll, belt pouch, winter blanket, crowbar, flint & steel, tankard, thieves tools, waterskin

    FEATS

    Courage Benefit: You get a +4 bonus to all fear saves.

    Improved Unarmed Strike Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

    Iron Will Benefit: You get a +2 bonus on all Will saving throws.

    CHARACTER TRAITS

    Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.-

    Charming Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

    On Guard Benefit: You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.

    Pride Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

    Resilient Benefit: You gain a +1 trait bonus on Fortitude saves.

    CLASS FEATURES

    Sneak Attack +1d6 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.

    Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
    Last edited by The McDungeonmaster; 09-17-2013 at 06:20 PM.
    "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination."

    Carl Jung

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    Default Chantelle Lécuyer

    Chantelle Lécuyer
    Human (Dementlieuse) female; medium humanoid; Cleric (Ezra) 1
    Age: 22 ; Height 5'7" ; Weight 155 lbs. ; Hair: lt brown ; Eyes: hazel
    Favored CLass 1: cleric (+1 hp/lvl)

    Languages: Common, High Modentish, Balok

    Traits:
    Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

    Avid Reader: You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened. (religion)

    Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

    Zealous (drawback): When you attack a creature that you know worships a different religion than you do, you take a –5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.

    XP current 0 /needed for next level /next level

    Str:14 (+2)
    Dex:13 (+1)
    Con:13 (+1)
    Int:12 (+1)
    Wis:18 (+4)
    Cha:16 (+3)

    Condition:


    Speed: current: 20 ft. (base 30 ft.)
    Senses: +4(+6 -see trait) perception;
    Hit Dice: 1d8+2 (+1 con); Hit Points (max/current): 10/10
    AC 15 (+1 dexterity, +4 armor), touch 11; flat-footed 14;
    BaB:
    +0 base attack; grapple +2 (+2 str)
    +2 base melee attack (+0 base, +2 str)
    +1 base ranged/finesse attack (+0 base, +1 dex)
    CMB: +12
    CMD: +13


    Saving Throws
    +4 Fort (2, +1 con, +1*)
    +2 Ref (0, +1 dex, +1*)
    +7 Will (2, +4 wis, +1*)
    *Protection Domain power resistance bonus


    Feats
    Selective Channeling human (choose who recieves the channeled energy)
    Ethereal Empathy Ravenloft (Ravenloft 3.5 rules, pg 62)
    Improved Channel 1st lvl (+2 to save DC vs channeled energy)

    Abilities (racial, class features, etc.)

    Racial abilities: (human)
    +2 to one ability score (CON)
    Bonus Feat
    Skilled: +1 skill point at creation and /level

    Class abilities:
    (cleric)
    Weapon and Armor Proficiency: Up to med. armor, shields (except tower), longsword (Ezra)
    Aura
    Spells
    Spontaneous Casting (cure)
    Orisons
    Channel Energy (positive) 1d6; 6/day save DC = 17 (10+1 cleric lvl +1 trait, +2 feat)
    Domain Powers and Spells (mists/protection domains)

    Protection- You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (7/day)

    Mists- You are under the constant effect of endure elements. Fear Not! (Sp): As a standard action, while within a misty area or the misty border of a domain you may grant all allies within 30 ft a +3 resistance bonus to Will saves. This effect lasts for rounds equal to your cleric levels. (1 rnd)


    Skills (Skill [subtype] (abiliy mod., ranks, class skill bonus, other modifiers)

    + appraise ()
    + craft [] ()
    + diplomacy ()
    +8/+10* heal (4,1,3) * +2 circ. bonus to heal checks w/ kit
    +5 knowledge [religion] (1,1,3)
    +5 knowledge [history] (1,1,3)
    + knowledge [] ()
    + linguistics ()
    + profession [] ()
    + sense motive ()
    +5 spellcraft (1,1,3)

    Cross Class:
    Untrained:
    +4/+6* perception (4,0,0) *to avoid being surprised and to detect invisible or incorporeal creatures.


    Spells
    DC 14 +spell lvl; CONC: +5
    Spells/Lvl: 0-3; 1st-2+1
    Domain Spells: 1st- sanctuary, obscuring mists
    Domain:sanctuary
    Cantrips/ Orisons- light, guidance, stabilize
    1st- bless, shield of faith
    *denotes a cast spell
    Channel Energy remaining: 5
    Resistant Touch remaining: 7

    Armor & Shields
    Hide armor
    armor bonus: +4; max dex: +4; check penalty: -3; spell fail: 20%; weight: 25lbs; speed: 20'
    special qualities: none

    Weapons & Ammunition
    +2 unarmed strike- DMG: 1d3+2; Crit: x2; Type: B(NL) Wt: -

    +2 Longsword- DMG: 1d8+2; Crit: 19-20/x2; Type: ; Wt: lbs

    +2(+1 rngd) Dagger- DMG: 1d4+2; Crit: 19-20/x2; RNG: 10'; Type: S/P; Wt: 1lb

    +1 Lt. Crossbow- DMG: 1d8; Crit: 19-20/x2; RNG: 80'; Type: P; Wt: 4lb
    Bolts {20} 2lbs

    Equipment
    UTILITY:
    Backpack (worn) 2lbs
    Belt Pouch (worn) 2lbs
    Bedroll 5lbs
    Blanket 3lbs
    Waterskin 4lbs
    Rations {10} (backpack) 10lbs
    Flint & Steel (backpack)
    Hooded Lantern 2lbs

    WRITING:
    Inkpen
    Parchment {20}
    Sealing Wax 1lb
    Ink {1}
    Charcoal {2}
    Scroll Case .5lbs

    TOOLS:
    Healer's Kit {10} 1lb +2 circ. bonus to heal checks
    Holy Symbol of Ezra (silver)

    CLOTHES:
    Explorer's Clothes (worn) 8lbs
    Clerical Vestiments 6lbs

    ALCHEMICAL:
    Silver Weapon Blanch 1lb (1 rnd over a fire to apply. 1 weapon or 10 ammo)
    Lamp Oil {2} 2lbs (12 hours of fuel)

    MAGICAL:


    Treasure (include gems and art)
    52g
    8s
    10c

    Encumberance/Carrying Capacity (str )
    Light Load 58lbs. or less; Medium Load 59-116lbs.; Heavy Load: 117-175lbs.
    Current Weight: 74lbs



    Description

    History/Background
    Last edited by Pharathyse; 12-16-2013 at 07:32 AM.
    "Argent and Rukin would fight over a goblin turd if they thought it was important to the other one." ~ Tauren Kai-Jere, Chatzy, 10/6/11

  10. #10
    Join Date
    Nov 2009
    Location
    The Land of Ice & Snow (Northern MN)
    Posts
    4,978

    Default

    Xandyr

    Male Elven Rogue 1
    XP Total: ?
    XP Progression Track (fast/med/slow)
    Initiative: +5; Perception +7 (low light vision)

    STR: 14 (+2)
    DEX: 20 (+5) [was an 18, +2 Elven]
    CON: 10 (+0) [was an 12, -2 Elven]
    INT: 17 (+3) [was a 15, +2 Elven]
    WIS: 11 (+0)
    CHA: 16 (+3)

    BAB: +0
    CMB: +2 (BAB + Str mod)
    CMD: 17 (BAB + Str mod + Dex mod)

    AC: 17
    Touch AC: 15
    Flat-Footed AC: 12

    HP: 9 (1d8 + 1fc)
    Fort: +0; Ref: +7; Will: +0
    (immune to magical sleep effects, +2 vs enchantments)

    Base Speed: 30 ft
    Speed in Armor: 30 ft

    Melee: weapon +2
    Longsword +2 [1d8+2 or 1d8+3 two handed; 19/20 x 2]
    Dagger +2 [1d4+2; 19/20 x 2]

    Ranged: weapon +5
    Shortbow +5 [1d6; x2; 60’]
    Dagger +5 [1d4+2; 19/20 x 2; 10’]

    Traits
    Acrobat - You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal – 5 penalty when using the Climb skill to attempt an accelerated climb.
    Dirty fighter - When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a crit). This additional damage is a trait bonus.
    Jungle Fighter - Your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in diffucult terrain and not provoke an attack of opportunity).

    Drawbacks
    Loner - You take a -1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.

    Feats
    Combat Exptertise [1st lvl] (-1 to hit, +1 AC)
    Warding Gesture [DM bonus 1st lvl]
    At some point in the past, a relative or friend taught you a simple folk gesture thought to keep the minions of evil at bay. Though you rely on this superstition reflexively, unnatural creatures are genuinely fearful of you when you brandish such a sign. Whether this is because of its occult power or simply your belief in its power is uncertain. Choose one of the following creature types: aberrations, constructs, dragons, elementals, fey, giants, magical beasts, outsiders, shapechangers, or undead. As a standard action that provokes an attack of opportunity, you can make a simple gesture. Creatures of your chosen type must make a Fear save DC 10 + 1/2 your total character level + your Cha modifier. You can make the gesture only once per encounter, but it is usuable an unlimited number of times per day. This is an extraordinary ability. You may take this feat multiple times. Each time you must designate a new creature type that is affected by the gesture. (Fey)

    Skills (trained = bold)
    +10 Acrobatics (1, +5 dex, +3cs, +1 trait)
    +3 Appraise (+3 int)
    +7 Bluff (1, +3 cha, +3cs)
    +6 Climb (1, +2 str, +3cs)
    +3 Craft (+3 int)
    +3 Diplomacy (+3 cha)
    +9 Disable Device* (1, +5 dex, +3cs)
    +7 Disguise (1, +3 cha, +3cs)
    +9 Escape Artist (1, +5 dex, +3cs)
    +5 Fly (+5 dex)
    +0 Heal (+0 wis)
    +3 Intimidate (+3 cha)
    +6 Perception (1, +0 wis, +3cs, +2 racial)
    +7 Perform [juggling] (1, +3 cha, +3cs)
    +5 Ride (+5 dex)
    +0 Sense Motive (+0 wis)
    +9 Sleight of Hand* (1, +5 dex, +3cs)
    +9 Stealth (1, +5 dex, +3cs)
    +4 Survival** (1, +0 wis, +3cs)
    +2 Swim (+2 str)
    * Trained Only, ** Realm Specific Racial Class Skill per DM
    ACP = -0

    Languages: Common (Balok), Elven (Sithicus), +3 additional

    Patron Diety:

    Armor & Equipment (starting wealth: 143 gp)
    Leather Armor (10gp) +2 AC / +6 Max Dex; 0 ACP; 15lbs [worn]
    Shortbow (30gp) d6; x3 crit, 3lb, 60’, 2lbs, piercing [carried]
    Arrows, 40 (2gp) 6lbs
    Longsword (15gp) d8; 19/20 x2 crit, 4lbs, slashing [carried]
    Dagger, 4 (8gp) d4; 19/20 x 2 crit, 10’, 1lbs (4lbs), piercing [carried]

    Backpack (2gp) 2lbs [worn]
    Thieves Tools (30gp) 1lbs [backpack]
    Chalk, 2pc (2cp) [backpack]
    Flint & Steel (1gp) [backpack]
    Grappling Hook (1gp) 4lbs [backpack]
    Belt Pouch (1gp) .5lbs [worn]
    Rope, Silk 50’ (10gp) 5lbs [backpack]
    Waterskin (1gp) 4lbs [backpack]
    Rations, 2days (1gp) 2lbs [backpack]
    Whetstone (2cp) 1lbs [backpack]
    Empty Sack (1sp) .5lbs [backpack]
    Acid Flask, 2 (20gp) 2lbs [worn]
    Potion of Cure Light Wounds, 2 (100gp) .2lbs [belt pouch]
    Entertainer’s Outfit [Dark Blue] (3gp) 4lbs [worn]
    Disguise Kit (from DM) [backpack]

    Wealth
    8 gold pieces
    9 silver pieces
    6 copper pieces

    Loot
    Three golden lumps (here)

    Total Weight Carried: 55lbs
    (carrying capacity with 14 str: Light Load 58 lbs. or less; Med. Load 59-116 lbs.; Heavy Load 117-175 lbs.)

    Rogue Class Abilities
    Sneak Attack +1d6 - 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.

    Trapfinding - A rogue adds 1/2 her level to Perception Checks made to locate traps and to disable device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

    Appearance
    Tall and lithe, Xandyr has a jagged scar on his right brow above emerald green eyes. In addition to a dark blue headband that he wears, his sandy brown hair reaches his shoulders, allowing both to cover his pointed ears and concealing much of his heritage.

    Background
    TBD

    Favored Class: Rogue (+1 HP / lvl)
    Last edited by Dorgyn Angylaxe; 11-10-2014 at 08:46 PM.
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