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Thread: Wrath of the Righteous - Characters

  1. #1
    Join Date
    Nov 2009
    The Land of Ice & Snow (Northern MN)

    Default Wrath of the Righteous - Characters

    Fhaora Songsteel [ "F" on maps ]
    Paladin (Sacred Shield) 4
    HP: 49 / 49 [healthy]
    Perception: +0
    Conditions: none

    Celtar Wardenson [ "C" on maps ]
    Sorcerer (Celestial Bloodline) 4
    HP: 27 / 23 [-4 HvCB]
    Perception: +1
    Conditions: none

    Spasseltock Nimblefingers
    Evelyn Morninglory [ "E" on maps ]
    Warpriest of Sarenrae (Cult of the Dawnflower) 4
    HP: 44 / 27 [-14 Lightning, -3 HvCB]
    Perception: +4
    Conditions: none

    Talon Everett [ “T” on maps ]
    Swashbuckler (Daring Infiltrator) 4
    HP: 40 / 28 [-12 Glaive]
    Perception: +7
    Conditions: Cursed! -2 Wisdom

    Bong Bellowsmoke
    Florence Nightingale ["N" on maps]

    Bard [Daredevil] 1 / Rogue [Burglar] 2 / Cleric of Lady Luck 1
    HP: 36 / 30 [-6 fire]
    Perception: +7

    Conditions: Cursed! -1 Wisdom;

    Alexander Freeheart [ "A" on maps ]
    Ranger 4
    HP: 52 / 37 [ 14 HvCB bolt, -1 quasit claw]
    Perception: +5
    Conditions: -1 dex damage

    Raiscella ["r" on maps]
    Animal Companion Wolf
    HP: 18 /
    15 [-3 Dretch Claw]

    Jenaliska“Jenny Gears” Gyrapolsi [ “J” on maps ]
    Trapbreaker [Alchemist] 4
    HP: 44 / 19 [Beaten & Brutilized by Cultists, Bloody and Bleeding]
    Perception: +7
    Conditions: none

    Current Light Sources
    Sunrod (Fhaora) - 30' radius / 60' extended - expended
    Light (Celtar) - 20' radius / 40' extended - Duration 10 minutes

    Current Effects

    Marching Orders
    5ft Wide Pathways

    10ft Wide Pathways
    Evelyn Florence
    Talon Celtar

    Current Timeline: 4 Days after the Fall of Kenabres

    Verbal Spell Components
    Last edited by Dorgyn Angylaxe; 02-26-2017 at 09:11 AM. Reason: Updated to post 910
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    Evil is not a condition or a state of being. It is a choice. Hold on to your choice for it is your salvation.

  2. #2
    Join Date
    Nov 2009
    The Land of Ice & Snow (Northern MN)

    Default Index & Experience

    The Kenabres Underground
    The Death of Terendelev, Fall into Darkness
    Florence's 'little sword', conclusion of first combat
    Angel Eyes?
    Have whip, will travel!
    Sneaky Snake
    Poison anyone?
    An abandoned temple of Torag
    Torag's Heretic
    The Eleven Acts of Iomedae
    The Consecration of Torag's Abandoned Temple
    The Darkness of Darkmantles
    Millorn's Tricky Traps
    The Fallen Guard Tower
    Rescued Mongrelman and the Dead 'Spore Cougher'

    The Lair of the Vile and Vicious
    Entering the Lair of the Vile and Vicious!
    Wendaug's Curse
    Cultist of Baphomet's Curse
    Something Fishy in the Water
    You Dirty Rat!
    The Heart of Darkness
    A Foreboding Warning from Hosilla, Inquisitor of Baphomet
    The Brimstone Doorway Opens

    Ruined Kenabres

    Emergence (Part Three: Amid the Ruins)
    The "Mad Knights"
    The Benderson Family Abode
    The Blackwing Librarium
    Gwerm Manor
    Tirabade Residence
    Howls in the Night
    Defender's Heart
    Topaz Solutions
    Wretched Dretches, in an Alley!
    The Tower of Estrod
    And Introducing....Jenny Gears!

    Experience (Medium Track)

    A1 Cavern Encounter with Giant Maggots
    250 xp for each player!

    A3 Sneaky Snake
    100 xp for each player!

    NPC Interactions
    250 xp for each player!

    B1 NPC Counter Actions
    100 xp for each player!

    B2 Basin & Door
    100 bonus xp for each player!

    B3 Advanced Huecuva
    200 xp for each player!

    Story Award for consecrating Temple of Torag
    150 xp for each player!

    C1 Cavern of Crusaders
    300 xp for each player!

    C2 Millorn's Palace & Tricks!
    225 xp for each player!

    D Fallen Guard Post & E Broken Road
    400 xp for each player!

    F Identity of the Dead Cultists
    100 xp for each player!

    G Neathholm
    150 xp for each player!

    H2, H3, H4 Mongrelmen with a Monitor Lizard, and Wendaug
    500 xp for each player!

    H20 Cutlists of Baphomet & Deskari
    250 xp for each player!

    H11 Giant Gar
    200 xp for each player!

    H13 Dire Rats
    150 xp for each player!

    H9 Hosilla, Inquisitor of Baphomet - Cultists - Mongrelmen Traitors
    700 xp for each player!

    H15 Dretches
    450 xp for each player!

    Bonus Experience for finding Radiance, Keeping the NPC's alive, finding the locations of the safehouses, and making it to the surface - as well as posting awesome posts!
    900 xp for each player!

    Encounter with the Mad Knights
    250 xp for each player!

    Holiday Bonus
    150 xp for each player!

    I - Blackwing Ruins Encounter with Chaleb Sazomal, his minions, and the Abrikandilu - plus keeping three librarians alive and working as a team to defeat the demons!
    1000 xp for each player!

    Bonus for Returning Aravashnial to the Blackwing Librarium
    200 xp for each player!

    Bonus for Returning Horgus Gwerm to Gwerm Manor
    200 xp for each player!

    K - Tirabade Residence and encounter with Vagorg and his summoned Beetles
    300 xp for each player!

    Bonus for Returning Anevia to her home
    200 xp for each player!

    One Year Anniversary Bonus Experience (all players!)
    500 xp for each player!

    400 xp for each player!

    Making Contact with the Eagle Watch and Reuniting Irabeth and Anevia
    300 xp for each player!

    Delivering Hosilla's Note, Finalizing the Alliance with the Mongrelmen of Neathholm, and revealing the Cultists within Kenabres
    400 xp for each player!

    Topaz Solutions (Looter Gang & Cellar Encounter Combined)
    550 xp for each player!

    Alley Dretch Attack!
    150 xp for each player!
    Last edited by Dorgyn Angylaxe; 02-06-2017 at 10:27 AM.
    Roll Better! Miss Less!

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    Evil is not a condition or a state of being. It is a choice. Hold on to your choice for it is your salvation.

  3. #3


    Elven Birth Name:
    Uane Brimbadel
    Druidic Name: Hael Ukest

    Druid of the Green Faith

    Favored Class: Druid, Hit Point
    Level 2

    True Neutral
    Age 124, Height 6’1”, Weight 117
    Languages Common, Elven, Abyssal, Sylvan

    STR - 16 +3
    DEX - 18 +4
    CON - 12 +1
    INT - 15 +2
    WIS - 17 +3
    CHA - 13 +1

    Speed 30', Initiative +4
    Hit Die 1d8+1 , Hit Points 20
    AC 17 (+3 armor, +4 dex)
    Base Attack +1
    Melee +4
    Ranged +5
    CMB +4
    CMD 18 (10+1 base+3 str+4 dex)

    Saving Throws
    Fortitude +4 (+3 base, +1 con)
    Reflex +4 (+0 base, +4 dex)
    Will +6 (+3 base, +3 wis)

    Combat Casting +4 Concentration

    Racial/Class Abilities
    Low Light Vision
    Nature Bond
    Nature Sense
    Wild Empathy
    Woodland Stride

    +3 Climb [Str] 3+_
    +7 Craft [Boyer/Fletcher] [Int] 2+2+3
    +4 Fly [Dex] 4+_
    +7 Handle Animal [Cha] 1+2+3
    +3 Heal [Wis] 3+_
    +8 Knowledge (geography) [Int] 2+2+3+1
    +7 Knowledge (nature) [Int] 2+2+3
    +Perception [Wis] 3+_
    +Profession [Wis] 3+_
    +4 Ride [Dex] 4+_
    +7 Spellcraft [Int] 2+2+3
    +9 Survival [Wis] 3+2+3+1
    +3 Swim [Str] 3+_

    Weather Domain
    Spells DC's = 10 + spell level + wisdom modifier + combat casting, Concentration check +8
    0 level (4) - Light, Mending, Guidance
    1st level (3) - Firebelly, Entangle
    2nd level (0) -

    Granted Powers:
    Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Scythe +4 2d4 20 x4 [Piercing or Slashing] Trip*
    *Composite Longbow +5 1d8 20 x3 [Piercing]
    *Arrows [60]
    *Arrows, Durable [20]

    Leaf Armor [Gifted]
    Armor Bonus: +3
    Max Dex: +5
    Armor Check Penalty: 0
    AS Failure: 15%
    Speed: 30 ft
    Weight: 20 lbs.

    Backpack (2 lbs.)
    Bedroll (5 lbs.)
    Waterskin (4 lbs.)
    Horn, Signal (2 lbs.)
    100ft Rope, Silk (10 lbs.)
    10 Candles
    4 days’ rations [Hunted]
    4 days’ Trail Rations (4 lbs.)
    2 Coffee (1 lbs.)
    Bear Trap (10 lbs.)
    Holy Symbol [Wooden, pinned to cloak]
    Dragon Scale: Cloudwalk

    8gp 7sp 8cp

    Encumbrance/Carrying capacity
    Light load: 76 lbs. or less,
    Medium load: 77-153 lbs.,
    Heavy load: 154-230 lbs.
    Current load: 99 lbs.

    This tall elven woman is draped in a mixture of green and brown robes and treated leaves traced in a golden fabric. Short brown hair parted to allow two small branch-like antlers tipped in bright green. A strip of leather ran between the two ends of the frontmost spikes, from which hung two claws and a leaf at its center. Her long, elven ears were pierced with five bear claws lining their edges. Tufts of fur peeked out from her boots and gauntlets, which were of the same make as her robes. It was her eyes that would throw someone off, however. Striking white irises surrounded animalistic slits that dilate with light and emotion. A long scar came down her neck from behind her left ear, disappearing behind her robes.

    Uane was born to a family of tradesmen. During their travels along the outer trails between cities, they encountered a group of large demonic creatures that scattered their small caravan. Her mother, in protecting her, fell to the demon. Among the confusion and terror of the attack, Uane’s mind focused on her father’s voice as it rose above the destruction, urging her to flee. Shock strangled her mind and the memory of her mother’s fatal cry faded into the white noise of panic. Her feet were running beneath her, though she had no memory of standing. The only terrain within vision that offered any semblance of protection was the distant forest at the far end of the field. It was as though the ground beneath her was pushing her forward, urging her to press on to safety. A distant roar made it all too clear that her flight had been spotted by one of the creatures. She could feel its weight make the ground tremble. At first the creature’s speed was swift, but as it grew near to her it slowed as though it had begun to stalk her. The forest was not too far away now, though she was certain that it would follow her into the trees.

    Entering the forest, it seemed as though her stalker had disappeared. Shaken, she could only move forward into the forest, wanting to put as much distance between that horrible event and herself as possible. She finally allowed herself to stop when she came upon a river and her heart was overwhelmed with loss. Falling to her hands and knees, she stared into the babbling river as she sobbed. A dark reflection in the water was the only warning she got before the stalking demon grabbed her side and threw her. Her scream was cut short as her back hit the trunk of the tree, knocking the wind out of her. Pulling herself up, shaken, she was met with claws. The demon tore her skin open, leaving a mark that led from her belly up her neck and ended behind her left ear, lost in her hairline. It became clear that this demon could have killed her back in the field, but, much like a cat, had opted to play with its prey. Braced against the tree, she stared hopelessly at the creature lunging toward her once more. It jerked to a halt as tree branches shot out from the tree behind Uane, seizing the demon and throwing it away from her. She blinked, unbelieving, watching as a green streak of light shot from the tree behind her and into one near the demon. The tree’s branches grappled the demon and held it beneath the water. It struggled, managing a hold on the branches and broke away, quickly fleeing the possessed forest.

    Starring in the direction that it had fled, she caught a glimpse of the green light flowing away from the last tree that assaulted the demon. The light danced in front of her, swirling as it expanded, filling the form of a misty lynx. The spirit--it was the only name she had for such a thing--extended its muzzle to touch her wound. Uane gasped as she watched the cut seal, leaving a visible scar in its place. The spirit stepped away from her, moving through the river. It appeared to be untouched by the water as it moved. Half way across it turned to her expectantly, waiting for her to follow. She stepped foot on the river, surprised when the water acted as solid ground rather than allowing her foot to sink into the flowing water.

    The shimmering mirage of the beast led her deep into the forest. Thick, old trees broke away into a large grove centered by a massive, ancient tree. It was twisted and bent in such a way to perfectly frame a door and two small windows. A woman stood in front of the doorway, her eyes glowing the same green as the lynx’s shimmering form consisted of. She spoke to the bleeding and shaken child, quickly discovering that Uane’s parents were surely dead. Uane instinctively trusted the woman, certain that she had saved her from the stalking beast. The woman did her best to calm the child down, naming herself Naurn, the guardian of the forest. She assured Uane that no demon would harm her within this woodland. Over the next few days Naurn gathered that the child was uncertain where other family would be.

    Naurn allowed Uane to stay with her, watching over her and raised her in the ways of the Green Faith. As she grew, Uane’s love and understanding for nature drew her close to the winds. Once Naurn had mentored her in the ways of magic, Uane found herself able to manipulate small amounts of wind. This playful form of magic brought her peace, but as she matured this peace became tainted as nightmares of her childhood crept into her mind. Peaceful winds no longer calmed her as they once had. Instead, her soul resonated with the angry tempest of nature.

    Her mentor saw this change in her, seeing that her nature had finally made a solid connection with the world around her. She called Uane to her home, leading her up into the tree tops as Naurn formed a small platform at its peak. The sky had been scarred with clouds this night, a distant rumble of thunder shaking the branches of the forest. Naurn instructed Uane to listen to the winds as she always had. This time, however, she was to channel the anger of the storm. Looking skyward, Uane focused on a bolt of lightning streaking across the sky. Her eyes grew bright and a shockwave shot through the trees around her, spiderwebs of lightning fading into the distant leaves. In that moment, she heard a voice. It said something to her, a name. Her name, she would come to realize. It was her name as a vessel for nature’s will. “Hale,” She spoke slowly as she looked to Naurn. “Hael Ukest.”

    After her naming, Naurn aided Hael to create a set of dark green leaf armor. Within the next month, she would send her apprentice away from the forest. It was time she return to the world and face her past. Naurn sent her to Kanabris, a large city where Naurn suspected Hael might find any remaining family, if they were still alive.

    Exposed to Awfulness
    [Dretch Demon]
    When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you've been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something,
    be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day.

    Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately re-roll that saving throw as a free action. You must take the second result, even if it is worse.

    Associated Mythic Path: Guardian.
    Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.
    Dedicated Defender
    When a companion is down, you fight harder.
    Benefit: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

    You spent many years wandering the roads and during clear nights, you took to tracking the celestial bodies that adorn the skies.
    Benefit You gain a +1 trait bonus on Knowledge (geography) and Survival checks.

    In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
    Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
    Last edited by Twitch Thistlefoot; 06-21-2015 at 10:17 PM.

  4. #4
    Join Date
    Aug 2013

    Default Fhaora Songsteel

    Fhaora Songsteel
    Race : Human
    Class : Paladin
    Level : 4
    Religion : Iomedae
    Age : 23
    Height : 5ft 7in
    Weight : 139 lbs
    Speed : 25

    Strength : 18
    Dexterity : 14
    Constitution : 15
    Intelligence : 12
    Wisdom : 10
    Charisma : 19

    HP : 49
    BAB : 4
    AC : 21 = 10 + 6(armor) + 3(shield) + 2(dex)
    Touch AC : 12 = 10 + 2(dex)
    CMB : 8 = + 4(BAB) + 4(Str)
    CMD : 20 = 10 + 4(BAB) + 4(Str) + 2(Dex)

    Attack: +9
    Damage: 1d8+5 (19-20)X2

    Attack: +6
    Damage: 1d8+4 X2 Range-30ft

    Fort 4 + 2 + 4 = 10
    Ref 1 + 2 + 4 = 7
    Will 4 + 0 + 5 = 9
    +1 saves vs evil outsiders
    –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

    Spells Memorized
    Hero's Defiance
    Knight's Calling (cast)
    Human Racial Traits
    Bonus Feat
    Humans select one extra feat at 1st level.

    Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Paladin Stuff
    Aura of Good (Ex)
    The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

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

    Divine Grace (Su)
    At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

    Lay On Hands (Su) 8/day
    Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

    Mercy - Fatigued: The target is no longer fatigued

    Demon Slayer
    You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

    Child of the Crusade
    Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

    Purity of Faith
    You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.

    You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

    Sacred Shield

    Bastion of Good (Su) 2/day
    At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.
    This ability replaces smite evil.

    Holy Shield (Su)
    At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active.
    At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell.
    At 20th level, any allies within 20 feet are protected.
    Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any).
    This ability replaces channel positive energy.

    Divine Bond (Su)
    At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. As a standard action, a sacred shield can enhance her shield by calling on the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the shield to shed light like a torch. At 5th level, the spirit grants the shield a +1 enhancement bonus. For every three levels beyond 5th, the shield gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). The reflecting enhancement may be used once each time the sacred shield makes use of her divine bond. Adding these armor special abilities consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the shield already has, but duplicate special abilities do not grant any extra benefit. If the shield is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the shield is used by anyone other than the sacred shield, but it resumes giving bonuses if the sacred shield resumes using the shield. A sacred shield can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a maximum of four times per day at 17th level.
    If a shield with a celestial spirit is destroyed, the sacred shield loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this period, the sacred shield takes a –1 penalty to her armor class and on saving throws.

    Improved Bastion
    At 11th level, the radius of a sacred shield’s bastion of good ability increases to 20 feet.
    This ability replaces the paladin’s aura of justice.

    Perfect Bastion
    At 20th level, a sacred shield and her allies within 20 feet gain regeneration 10 against the target of her bastion of good ability (essentially regeneration that is overcome by any damage not caused by the target).
    This ability replaces the sacred shield’s holy champion ability.

    Fey Foundling (1st lvl)
    Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

    Shield Focus (Human bonus)
    Increase the AC bonus granted by any shield you are using by 1.

    Extra Lay on Hands (3rd lvl)
    +2 Lay on Hands per day


    -1 Acrobatics (0 rank, +2 Dex, -3 Armor)
    +1 Appraise (+0 rank, +1 Int)
    +4 Bluff (+0 rank, +4 Cha)
    +4 Climb (+0 rank, +4 Str)
    +4/ Jump (+0 rank, +4 Str)
    +10 Craft Armor (+4 rank, +3 Trained, +1 Int, +2 MW tools)
    +10 Craft Weapons (+4 rank, +3 Trained, +1 Int, +2 MW tools)
    +9 Diplomacy (+2 Rank, +3 Trained, +4 Cha)
    -1 Disable Device (+ 0 rank, +2 Dex, -3 Armor)
    +4 Disguise (+0 rank, +4 Cha)
    -1 Escape Artist (+ 0 rank, +2 Dex, -3 Armor)
    -1 Fly (+ 0 rank, +2 Dex, -3 Armor)
    +4 Handle Animal (+0 rank , +4 Cha)
    +4 Heal (+1 rank, +3 Trained)
    +4 Intimidate (+4 Cha)
    +6 Knowledge (Religion) (2 Rank, +3 trained, +1 int)
    +1 Knowledge (All others) (0 rank, +1 Int)
    +1 Linguistics (+0 rank, +1 Int)
    +0 Perception
    +4 Perform (+0 rank, +4 Cha)
    +0 Profession
    -1 Ride (+ 0 rank, +2 Dex, -3 Armor)
    +0 Sense Motive 0
    +1 Spellcraft (+1 rank, +3 trained, +1 Int)
    -1 Stealth (+ 0 rank, +2 Dex, -3 Armor)
    +1 Survival (+0 rank, +1 Wis)
    +1 Disable Device (+ 0 rank, +4 Str, -3 Armor)
    +4 Use Magic Device (+4 Cha)

    Common, Sylvan, Abyssal


    Silver Dragon Scale (Align Weapon CL:19 3/day)
    Masterwork Composite Longbow +4 str mod
    100 cold iron arrows
    Wooden, light shield +1
    Chakram, cold iron (10)
    Arrows, cold iron (50)
    50 ft silk rope
    4 sunrods
    Iron holy symbol
    Chalk (5)
    Trail rations (14)
    Masterwork Backpack
    Masterwork Armorsmith tools
    Masterwork Weaponsmith tools
    Mess kit
    Grappling hook
    CLW potion X 10
    Lessor Restoration potion X 4
    Bottle of decent port wine

    Total weight

    Carrying Capacity
    Light = 116 lbs. or less
    Medium = 117–233 lbs.
    Heavy = 234–350 lbs.

    Money and Treasure
    Gold : 316
    Silver : 4
    Copper : 7

    Fhaora was the daughter of two retired heroes from the First Mendevian Crusade against the demons. Being an only child, she spent a lot of time playing in the woods with what she called her "Shiny Friends". Her parents wrote it off as an overactive imagination. She spent entire summers playing in those woods with her "imaginary" friends.

    One winter night, Vengeful demon forces tracked her parents down and caught their house on fire. Her parents kept the demons at bay long enough for Fhaora to escape into the forest.

    While hiding in the forest, she cowered in the bush. She gripped her wooden holy symbol of Ioemede and prayed through the fear while tears streamed down her face. A flash of light caught her attention and she saw herself running away, and the monsters chased after it.

    Her "Shiny Friends" had come to her rescue, using their illusion magic to save her. They led her to the base of a giant tree and through a portal into their world.

    Time in this realm worked different than the mortal world. During the four years she spent there, roughly 70 years past in the mortal world. The fey kept her distracted within the strange, "dreamworld" of illusion, magic, and fantasy while the demon invasions ravaged the mortal world. Years passed as she lived in a world that rode the line between bliss and terror. The world of the fey was a world of extremes. At times, it was lollipops and teddy-bears. Other times, it was panic and terrifying darkness. The thought of her parents and her faith in Iomedae was the only thing keeping her from becoming lost in this world of imagination. The look in some of the eyes of the fey felt, to her, that her youth was some kind of delicacy or perhaps even currency.

    One day, she began to cry, but this time it didn't subside. Her profound sorrow was too much for the fey to take, so she was escorted her back to her mortal realm, to the very place that they took her from. She wandered the woods, following vague memories almost lost. She finally came upon the ruins of her old house, finding the burnt ruins of her old house and once-fruitful garden totally fallow. In shock and disbelief, she waited there. She hoped her parents would return or the fey would end the illusion.

    Days passed. Nights passed. Eventually delirium and hunger forced her to walk blindly down the road. While foraging in some bushes for berries, she was came upon by a group of traveling merchants on the road to Kenabres. They called to her. She replied by drawing her only other possession that wasn't her holy symbol of Iomedae, a dagger given to her by her father. She hissed at them and spoke in the fey tongue, "Begone!!" They finally calmed and enticed the feral girl by offering her food and speaking the name of Iomedae, upon noticing her holy symbol. They took her to the city of Kenabres and delivered her to the temple of Iomedae.

    The clergy bathed, supped, and clothed Fhaora and refrained from asking questions as to not traumatize her any further. Her strange holy symbol was a point of interest to them. The iconography on it seemed to be antiquated. It also seemed a bit heavy for a wooden holy symbol.

    The clergy waited for a few days to see if she would calm down and open up. All she did was sleep, pace in her room, and mutter in a strange language that none of them spoke as she gripped her holy symbol. They eventually found her out of her room, knelt in front of the alter, crying. An acolyte found her and just sat with her. She eventually accepted that this wasn't a fey illusion and that she was saved by Iomedae. She finally spoke in a language that she had almost forgotten.

    She whispered to the acolyte, "Fhaora. My name is Fhaora Songsteel. Iomedae tested me. I am hers."

    The priests at the temple sponsored her at the orphanage, but she spent most of her days at the temple, watching the holy warriors train, or watching the blacksmiths in the town.

    A younger boy, at the orphanage, took a shine to her and they became friends. He seemed to believe her story, unlike the rest of the children. Some of the other children were mean to the boy because he was a bit different and they were afraid of the strange occurrences, surrounding him. Fhaora bloodied a few noses and the boy taught her how to read. When she came of age, she left the orphanage and took a job as a blacksmith's apprentice. It didn't pay, but she was fed, trained to work metal, and had a place to sleep. She also began training with the priests and paladins at the temple of Iomedae. Her family history guaranteed her admittance to the Paladin order. The clerics also realized that they couldn't keep her away from her true calling of serving the Mendevian Crusaders and following the Paladin's code.

    - I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
    - I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
    - I am the first into battle, and the last to leave it.
    - I will not be taken prisoner by my free will. I will not surrender those under my command.
    - I will never abandon a companion, though I will honor sacrifice freely given.
    - I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
    - When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
    - I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
    - I will suffer death before dishonor.
    - I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.

    +250 xp

    Last edited by Drakestendor; 02-19-2017 at 09:41 AM.

  5. #5
    Join Date
    Dec 2004

    Default Celtar Wardenson

    Celtar Wardenson

    Male human sorcerer (celestial bloodline) 4
    NG Medium humanoid (human)
    Age 20 Height 5'11" Weight 225 lbs Eyes Blue Hair Blonde
    Traits Mathematical Prodigy, Riftwarden Orphan
    Languages Common, Abyssal, Celestial, Infernal
    Current XP 10,375/15,000

    Str 13 (+1)
    Dex 15 (+2)
    Con 15 (+2)
    Int 16 (+3)
    Wis 12 (+1)
    Cha 20 (+5)

    Speed 30 ft.
    Initiative +2; Senses Perception +1
    AC 13, touch 12, flat-footed 11 (+2 Dex, +1 armor)
    HD 4D6+8
    HP 27

    Base Attack +2
    CMB +3 (+2 base attack, +1 Str)
    CMD +15 (10, +2 base attack, +1 Str, +2 Dex)

    Saving Throws
    +3 Fort (+1 base, +2 Con)
    +3 Ref (+1 base, +2 Dex)
    +5 Will (+4 base, +1 Wis)
    Resist Acid: 5
    Resist Cold: 5

    bonus-class: Eschew Materials
    bonus-class: Summon Good Monster (bonus feat in exchange for bloodline arcana, per DM consent decree)
    1st: Spell Focus (Conjuration)
    bonu-human: Mage's Tattoo (Conjuration)
    3rd: Point Blank Shot (+1 to attack and damage on ranged w/ in 30 ft)
    Proficient with simple weapons

    Special Qualities
    Favored Class: Sorcerer
    Bloodline: Celestial
    Bloodline Bonus Class Skill: Heal
    Bloodline Arcana: Summon Good Monster as bonus feat
    Bloodline Power: Heavenly Fire (sp) 8/day (1d4+2) (8 uses left)
    Mage's Tattoo (Acid Splash 3/day, + 1 CL on Conjuration Spells) [x][][]
    Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

    +2 Acrobatics (0 rank, +2 Dex)
    +6 Appraise (+0 rank, +3 Int, +3 class)
    +9 Bluff (+1 rank, +5 Cha, +3 class)
    +1 Climb (+0 rank, +1 Str )
    +6 Craft (+0 rank, +3 Int, +3 class)
    +5 Diplomacy (+0 rank, +5 Cha)
    +2 Disable Device (+ 0 rank, +2 Dex)
    +5 Disguise (+0 rank, +5 Cha)
    +2 Escape Artist (+0 rank, +2 Dex)
    +5 Fly (+0 rank, +2 Dex, +3 class)
    +5 Handle Animal (+0 rank , +5 Cha)
    +7 Heal (+3 rank, +1 Wis, +3 class)
    +10 Intimidate (+2 rank, +5 Cha, +3 class)
    +11 Knowledge (Arcana) (4 rank, +3 Int, +3 class, +1 trait)
    +11 Knowledge (Engineering) (4 rank, +3 Int, +3 class, +1 trait)
    +4 Knowledge (Planes) (1 rank, +3 Int)
    +3 Knowledge (All others) (0 rank, +3 Int)
    +3 Linguistics (+0 rank, +3 Int)
    +1 Perception (+0 rank, +1 Wis)
    +5 Perform (+0 rank, +5 Cha)
    +4 Profession (0 rank, +1 Wis, +3 class)
    +2 Ride (+0 rank, +2 Dex)
    +1 Sense Motive (+0 rank, +1 Wis)
    +10 Spellcraft (+4 rank, +3 Int, +3 class)
    +2 Stealth (+0 rank, +2 Dex)
    +1 Survival (+0 rank, +1 Wis)
    +1 Swim (+0 rank, +1 Str)
    +12 Use Magic Device (+4 rank, +5 Cha, +3 class)

    Melee: Sickle +3 (1d6+1) x2, Trip

    Light Crossbow +4 (1d8, 19-20) (Range 80 ft)

    Spells (DC 15 + Spell Level, +1 on Conjuration) CL 4 (+1 on Conjuration Spells) (Ranged Touch: +4)
    Spells Known 6+3/3+1/1
    0th ()- Read Magic, Light, Jolt, Detect Magic, Mage Hand, Daze, Disrupt Undead, Guardian Mote, Ray of Mercy
    1st (8/day [x][x][x][x][x][x][x][x])- Charm Person, Magic Missile, Mage Armor, Energy Missile, Bless
    2nd (4/day [x][x][x][x]) - Summon Monster II

    Possessions (Item, Cost & Weight, Location on Person)

    masterwork armored kilt (170 gp, 10 lbs)
    Light Crossbow (35 gp, 4 lb)
    Sickle (6 gp, 2 lb)
    Bolts, 29 (3 gp)
    Sorcerer's Kit (8 gp, 19 lb)
    Belt pouch
    Flint and Steel
    Days of rations, 14
    Waterskin (currently filled with 1 unit of holy water)
    Iron Pot
    Mess Kit
    torches (10)
    Ink + inkpen(8 gp 1 sp, backpack)
    Parchment, 10 pages (2 gp, backpack)
    Healer's Kit (50 gp, 1lb, backpack)
    Silver Dragon Scale of Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.
    wand of grease (20 charges, CL 1)
    potion of lesser restoration
    potion of cure light wounds

    flasks of holy water x2
    scroll of identify
    scroll of Cause Fear, necromancy x2
    scroll of Comprehend Languages x2
    scroll of Bear's Endurance
    scroll of Remove Disease
    wand of spiritual weapon

    Spell Focus Items and Spell Components:
    small bit of cured leather

    210 gp 12sp

    Carrying Capacity
    Light Load: 50 lbs. or less Medium Load: 51-100 lbs. Heavy Load: 101-150 lbs.
    Weight Carried: 36 lbs.
    Max Dex: +4 Check Penalty: 0 Run: x4



    Raised in an orphanage, Celtar grew up with the knowledge that both his parents were fallen Riftwardens. Like many of the children at the orphanage, Celtar created elaborate fantasies about who his parents were, the heroic deeds they accomplished, and the final events that caused them to pay the ultimate price. Sometimes Celtar would dream that he fought side by side his parents, slaying armies of Hellspawn with his arcane might.

    The trouble was, Celtar did not even know the names of his parents, let alone who they were, and he did not necessarily have arcane might. True, strange things did happen in his presence. Sometimes when the book he wanted was at the far side of the room, the book would float to his side. Other times, Celtar seemed to radiate static electricity.

    For several years, Celtar just thought of himself as a weirdo. After all, he did have an strange birthmark on his right forearm. The other children never really bothered him about it, because several of them had similar marks. What was different though, was that Celtar's had a definite shape. It was in the shape of what Gnimble, the gnome teacher at the orphanage, called a "Sigma". It's most mundane use was in mathematics, a subject Celtar excelled at. It was used as a symbol for summing several individual parts.

    On his seventeenth birthday, Celtar woke with a splitting headache. As the day progressed, he soon forgot his headache, as the other wards all offered their well wishes. Birthdays were a big deal at the orphanage. It was the day that the wards were issued new clothing and they always received one present. Celtar received a book, a book in a strange language.

    Celtar took the book back to his room and began thumbing through it. The writing was indecipherable or so it seemed. The more he began to look at it, the more he began to understand. But also, the more his head hurt. Celtar began to realize that the book was written in the language of angels. The book described the battles of good versus evils and all of the weapons used in the fight, including magic.
    There was magic gifted by the gods of course. Celtar already knew about that. There was a group of novices dedicated to Abadar who looked after the orphanage, seeing it as their sacred duty to support the children of the fallen warriors.

    The book also described a different kind of magic. Magic that came from with in. As he thumbed to the last page, the searing pain in his had climaxed and a ball of green energy shot forth, and hit the wall. On impact, it splashed as a liquid, and began dissolving some of the wall. Reaching up to his forehead he felt something . He found a mirror and stared at his face. In the middle of his head was a mark. It was similar to the birth mark on his hand, but also different. But it was shaped like a Sigma.

    In shock, Celtar looked down at the book, reading its title for the first time. It read "The Sign of the Seeker's Spiral". Seeing the damage he had done and becoming more and more afraid of what he was, Celtar grabbed the book and the rest of his few possessions and bolted from the orphanage.

    Celtar spent a year wandering the streets of Kenabres, learning everything he could about being a sorcerer and the Riftwardens. He found odd jobs around down, (mostly serving as an orderly at the local house of healing), barely earning enough to keep him in food, shelter, and clothes. On his 18th birthday he decided to return to the orphanage to let them know he was well.

    As he approached the orphanage Celtar's heart began to sink. The building was on fire. The local fire brigade was there and were doing their best to control the situation. Celtar was sure they would succeed. He edged his way forward as close as he could. He wanted to see everything; to take in the whole scene.

    Take it in he did. As he approached he saw something drawn in to the dirt in front of building. It was a 10 ft wide symbol. It was, of course, a Sigma.

    Last edited by Henrad; 03-08-2017 at 07:52 AM. Reason: spell usage
    Krieger Kegsplitter, male Neidar Cleric 9 of Reorx (luck, strength(resolve)) - Hourglass in the Sky
    Celtar Wardenson, male human sorcerer (celestial bloodline) 4 -Wrath of the Righteous

  6. #6
    Join Date
    Apr 2006
    Any jail cell of your local town


    Evelyn Morninglory

    Female Aasimar (Angelkin) Warpriest of Sarenrae 4
    NG Medium Outsider (native)
    Age 85, Height 5'8, Weight 130
    Traits Touched by Divinity (Sarenrae): You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).
    Adopted: you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race. (Human, skilled trait)
    Languages Common, Celestial, Abyssal
    Patron Deity Sarenrae
    XP 10,225/15000 (Alley dretch )

    Str 20 +5
    Dex 13 +1
    Con 16 +3
    Int 12 +1
    Wis 18 +4
    Cha 17 +3

    Speed 30' (20' in armor), Initiative +1
    Hit Die 4d8+12+4 (toughness) , Hit Points 44
    AC 17 (+6 armor, +1 dex) 19 with shield
    Base Attack +3
    Melee +8
    Ranged +4
    CMB +8
    CMD 19 (10+3 base+5 str+1 dex)

    Saving Throws
    Fortitude +7 (+4 base, +3 con)
    Reflex +2 (+1 base, +1 dex)
    Will +8 (+4 base, +4 wis)

    1st Toughness
    bonus Weapon Focus (Scimitar)
    3rd Power attack (-1/+2, -1/+3 two handed)
    Bonus Quick draw

    Racial/Class Abilities
    Ability modifiers +2 str, +2 Cha, 4th level +1 str
    Darkvision 60'
    Celestial resistance: acid resistance 5, cold resistance 5, and electricity resistance 5.
    Skilled: +2 racial bonus to Heal and Knowledge (planes) checks
    Variant Ability (Gives up spell-like ability): rolled 50% Extra racial bonus to Wisdom score
    Skilled (From adopted trait) Gains an extra skill point each level
    Favored class: Warpriest (Extra skill point- 1st-4th)
    Weapon and armor proficiencies: Proficient with all simple and martial weapons, as well as deity's weapon, all armor (Light, medium and heavy), and shields (except tower shields)
    Aura (Ex): A warpriest has a particularly powerful aura (as a cleric) corresponding to the deity's alignment, Aura of good
    Blessings (Su): Warpriest can select two blessings from among those granted by his deity. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
    Focus weapon: A warpriest receives Weapon Focus as a bonus feat
    Sacred weapon (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.
    At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If he is good, he can add ghost touch and holy. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
    Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

    As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
    Channel energy (Su) Using this ability is a standard action that uses two fervor points and does not provoke AoO. A good warpriest channels positive energy to heal or harm undead. Will save DC17 for half.

    Skills (-3 ACP, -5 with shield equipped)
    Climb +8 (1 ranks, +4 str, +3 class skill)
    Diplomacy +10 (4 rank, +3 cha, +3 class skill)
    Handle animal +3 (0 ranks, +3 cha)
    Heal +10 (1 ranks, +4 wis, +2 racial +3 class skill)
    Intimidate +8 (2 ranks, +3 cha, +3 class skill)
    Knowledge (engineering) +5 (1 rank, +1 Int, +3 class skill)
    Knowledge (planes) +7 (4 rank, +1 int, +2 racial)
    Knowledge (religion) +6 (2 rank, +1 int, +3 class skill)
    Ride +1 (0 ranks, +1 dex)
    Sense motive +9 (2 ranks, +4 wis +3 class skill)
    Spellcraft +6 (2 ranks, +1 int, +3 class skill)
    Survival +8 (1 ranks, +4 wis +3 class skill)
    Swim +4 (0 ranks, +4 str)

    Blessings 5/day (4) DC= 10+1/2 Warpriest level+ wisdom modifier
    Glory Blessing

    Glorious Presence (minor): At 1st level, you can touch an ally and grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her foes. This functions as sanctuary, except if the ally attacks an opponent, this effect ends with respect to only that opponent. This is a mind-affecting effect. DC 16

    Demoralizing Glory (major): At 10th level, when you successfully damage an opponent with a melee attack or attack spell, as a swift action you can attempt to demoralize that opponent with the Intimidate skill using your ranks in Intimidate or your warpriest level, whichever is higher.

    Healing Blessing

    Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.

    Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.

    Fervor: 6/day 1d6 (0)

    Sacred weapon 4 rounds/day (3)

    Spell-like ability (Good Domain 1st level spell)
    Protection from Evil 1/day

    Spells DC's= 10 + spell level+ wisdom modifier, Concentration check +8, Spell Resistance check +4, *...*means spell has been cast
    0 level (4)- Create water, Detect magic, Enhanced diplomacy, Guidance
    1st level (4)- *Divine favor*, *Magic weapon*, Remove Fear, *Shield of Faith*
    2nd level (2)- Align weapon, *Bull's strength*

    Cold iron scimitar +9 1d6+5 18-20 x2 (+11 1d6+7)
    Scimitar +9 1d6+5 18-20 x2
    With Power attack +8 1d6+7 18-20 x2 (+10 1d6+9)
    Damage with Power attack two handed 1d6+10 18-20 x2
    Dagger +8 1d4+5 19-20 x2
    With Power attack +7 1d4+7 19-20 x2
    Composite longbow +4 1d8 x3

    Heavy steel shield +2 (ACP -2)
    Masterwork Breastplate +6 (-3 ACP)

    Silver holy symbol (free) (1 lb.)
    Cold iron scimitar (4 lbs.)
    Scimitar (4 lbs.)
    Heavy steel shield (15 lbs.)
    Masterwork breastplate (30 lbs.)
    Composite longbow (3 lbs.)
    18 arrows (3 lbs.)
    Backpack (2 lbs.)
    Bedroll (5 lbs.)
    Blanket (3 lbs.)
    10 candles (-)
    Compass (1/2 lb.)
    Flint and steel (-)
    Common manacles w/ average lock (3 lbs.) (DC 30 escape artist, DC 26 strength check, DC 25 disable device)
    15 days worth of trail rations (17 lbs.)
    Signal horn (2 lbs.)
    Waterskin (4 lbs.)
    Weapon Chord (-) (On scimitar)
    Wand of Cure light (1d8+5, 11 charges)
    Scale of Resistance (CL 19):Three times per day as a standard action, a scale
    can be used to cast resist elements-but only against electricity
    or cold.
    2 Potion of Cure Light Wounds (1d8+1)
    Potion of Lesser Restoration

    278 gp, 5 sp

    Encumbrance/Carrying capacity
    Light load: 116 lbs. or less, Medium load: 117-233 lbs., Heavy load: 234-350 lbs.
    Current load: 96 1/2 lbs.

    Evelyn has an angelic beauty about her. Her hair is a metallic purple in color and her eyes are a piercing shade of blue while her skin is pale olive in complexion. She has an aura about her that many people feel in her presence, a calm, soothing feel. She is a devote follower of Sarenrae, practicing her teachings... most of all redemption. She believes even the most foul can be redeemed and if they choose otherwise, she sends them to Sarenrae to be judge. Every morning at the break of dawn she prays to Sarenrae to give her the strength to carry out her will, then practices with her scimitar, the deadly weapon that never leaves her side.

    When the Worldwound first opened in 4606 AR, many rushed to Sarkoris to defend the lands from the invading hordes of demons that poured from the foul opening. Abraham Morninglory was one such crusader. A priest in his mid thirties, he was sent by the church of Sarenrae to help the church of Iomedae in the defense of the lands and to send back information about what was happening in the area. Abraham was the only follower of Sarenrae to participate in the First Mendevian Crusade from 4622-4630 AR.

    Fighting side by side with the Church of Iomedae and the rest of the followers of the fallen god Aroden he slayed many demons and their followers and lost more friends than he cared to remember, all the while trying in vain to redeem the lost souls who followed the demon hordes. On one fateful day in the year 4628, Abraham led a charge against a horde that nearly decimated his entire battalion. When the battle was over, his crusaders were scattered and he was alone amid the carnage but the demons had been fought back. Alone, wandering the wastelands he looked for the remnants of his army, praying to Sarenrae for help. Suddenly the clouds parted and a single ray of sunlight beamed into the wastelands, surely a sign from his god. He followed the beam to it's end, more than a mile from where he started, to find several lesser demons standing in a circle slavering over a crying baby. The ray of sunlight encircled the babe on the ground as if to defend it from the evil that surrounded it.

    With all of his strength, Abraham launched himself at the demons, vowing on his life to save the baby. When the dust settled, Abraham had defeated the demons though he was severely wounded in the process. He cradled the babe in his arms, it was as if she had fallen from the heavens. A glow seemed to surround the olive skinned baby and Abraham was sure his god had sent him here to save this one child. It took the day, but he managed his way back to the safety of the Church of Iomedae, though in the process lost the use of his sword arm as he was out of prayers to properly heal himself of his wounds. Since he would be of no use any longer without the use of his right arm, he left the crusade to bring word back to the Church of Sarenrae... along with the baby who fell from the heavens who he named Evelyn.

    In the years that passed, Abraham raised Evelyn as his own teaching her the ways of Sarenrae and never letting her forget where she came from. He taught her all he knew of the Dawnflower, about the sun and it's healing remedies, of being honest and kind and most of all about redemption. That all must be given a chance, even if it's just one chance, to repent their ways and give themselves over to the light. Evelyn embraced these teachings and learned faster than Abraham could have hoped, thanking Sarenrae every day for leading him to his joy. On Evelyn's fortieth birthday, Abraham took ill and died. While on his deathbed, Evelyn promised him she would live her life to the teachings he taught her and she would never forget who she was... the daughter of Abraham Morninglory.

    With Abraham gone, Evelyn sought solace in the Church of Sarenrae. There she found an elite group of followers that focused more on the scimitar than prayers, a more militant sect of the Church... the Cult of the Dawnflower. For the next forty five years, Evelyn honed her skill and faith as several more Mendevian Crusades passed. Finally, at the end of the fourth crusade she felt she was ready... ready to return to site of her birth, to the site of where her father lost his sword arm, back to the Worldwound. She told the Cult of the Dawnflower of her wishes, and sent her with their blessing. Now she finds herself in the city of Kenabres ready to fight as her father once did... against the hordes of the abyss, with the redeeming hand of Sarenrae.
    Last edited by Spasseltock Nimblefingers; 03-15-2017 at 12:05 PM. Reason: spell and fervor point
    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

  7. #7
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!


    Florence Nightingale male human Bard [Daredevil] 1/Rogue [Burglar] 2/Cleric of Lady Luck 1
    CN Medium Humanoid (human)


    bless from Celtar, +1 attack, +1 morale saves vs fear.

    Courageous You gain a +2 trait bonus to saves vs fear.
    Chance Encounter As a child a mysterious woman helped you trick your way through a group of cultists and make it back home to Kenabres. Florence only remembers her beauty and a deep sense of sadness she had, as well as her skill with a bow. Most of all, he remembers she wore the symbol of Desna about her neck. Ever since Florence has been lucky when it comes to trickery. 1/day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. [NOT USED TODAY]

    Languages Common, Taldane, Hallit
    Patron Deity Desna
    Height 5'10" Weight 166 lbs. Age 22
    XPs 10,125

    Str 14 Dex 19 Con 14 Int 14 Wis 14 Cha 15

    HP 36/36
    AC 16 [+4 dex, +2 armor]
    +4 Fort [+2 base, +2 con]
    +9 Ref [+5 base, +4 dex] evasion
    +6 Will [+4 base, +2 wis] plus +2 trait bonus vs fear, +1 vs effects with the Emotion descriptor
    BA +1 CMB +3 [+5 to disarm, sunder, or trip] CMD 17 Init +4 Spd 30

    +6 msk rapier 1d6+2 (one-handed) 18-20/x2 piercing
    +5 whip 1d3+2 (one-handed) 20/x2 slashing. special: whips deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
    +5 heavy crossbow 1d10 19-20/x2 range increment 120 ft. piercing
    +3 club 1d6+3 (two-handed) 20/x2 (ranged: +6 1d6+2 range increment 10 feet) bludgeoning

    Weapon Finesse
    Fearless Curiosity You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
    Combat Expertise -1 attack/+1 dodge bonus to AC

    Special Abilities
    Favored Class Bard
    Agile (Ex) a daredevil adds half her class level (minimum 1) on Acrobatics, Bluff, Climb, and Escape Artist checks.
    Bardic Performance a bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Current Level 6 rds/day. Used: 5.
    Derring-do (Su): a daredevil can use her performance to bring out grace in the clumsiest allies. The daredevil and any allies who see her receive a +1 morale bonus on Reflex saving throws and a +2 competence bonus on Dexterity-based skill checks. Allies who move at least 10 feet during their turn gain a +1 dodge bonus to their Armor Class until the start of their next turn. At 5th level, and every six bard levels thereafter, the saving throw and Armor Class bonuses increase by +1, to a maximum of +4 at 17th level, and the skill check bonuses increase by +2, to a maximum of +8 at 17th level. This is a mind-affecting ability that uses visual components.
    Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, 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) 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. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
    Sneak Attack +1d6
    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.
    Rogue Talent [Bleeding Attack] A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
    Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
    Revolution Domain remove fear
    Travel Domain longstrider
    Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. [5/day. USED TODAY: 1]
    Liberation (Su) You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. [1/day. USED TODAY: 0]
    Variant Channeling [Luck] Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). 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. A cleric must be able to present her holy symbol to use this ability. Luck Variant: Unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. If an alternative channeled energy provides a “channel bonus” on rolls or statistics, the bonus is +1, increasing to +2 at cleric level 5 and for every 5 cleric levels thereafter (to a maximum of +5). Likewise, a “channel penalty” is initially –1, increasing to –2 at cleric level 5 and every 5 cleric levels thereafter (to a maximum of –5). Heal—Creatures gain a channel bonus (+1) or a luck bonus (+1) (creature’s choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn. Harm—Creatures take a channel penalty (-1) on all d20 rolls until the end of your next turn (Will DC 13 negates)
    Spontaneous Casting postive energy/cure spells

    Bard Spells CL 1st [10% arcane spell failure]
    Cantrips: prestidigitation, message, read magic, detect magic, mending
    1st-level (2/day) [used today: 1]: feather step, windy escape

    Cleric Spells CL 1st
    Orisons: detect poison, stabilize, bleed
    1st-level (1+1+1) longstrider (spent), remove fear, haze of dreams

    +11 Acrobatics [3, +4 dex, +3 trained, +1 agile]
    +8 Appraise [3, +2 int, +3 trained]
    +9 Bluff [3, +2 cha, +3 trained, +1 agile]
    +12 Climb [1, +2 str, +3 trained, +1 agile, +5 competence (ring)]
    +6 Craft [sculpture] [1, +2 int, +3 trained]
    +6 Diplomacy [1, +2 cha, +3 trained]
    +9 Disable Device [3, +2 int, +3 trained, +1 trapfinding] can disarm magic traps
    +6 Disguise [1, +2 cha, +3 trained]
    +9 Escape Artist [1, +4 dex, +3 trained, +1 agile]
    +7 Knowledge (dungeoneering) [2, +2 int, +3 trained]
    +6 Knowledge (local) [1, +2 int, +3 trained]
    +6 Knowledge (planes) [1, +2 int, +3 trained]
    +6 Knowledge (religion) [1, +2 int, +3 trained]
    +8 Perception [3, +2 wis, +3 trained] plus +1 to locate traps
    +6 Perform (oratory) [1, +2 cha, +3 trained]
    +9 Sleight of Hand [1, +4 dex, +3 trained, +1 agile] plus +4 to conceal item with pocketed scarf
    +11 Stealth [3, +4 dex, +3 trained, +1 agile]
    +5 Swim [1, +2 str, +3 trained]
    +7 Use Magic Device [2, +2 cha, +3 trained]

    masterwork rapier (320 gp) 2 lbs.
    whip (1 gp) 2 lbs.
    leather armor (25 gp) 15 lbs., +2 armor, +6 max dex
    club (- gp) 3 lbs.
    heavy crossbow (50 gp) 8 lbs.
    crossbow bolts (7) (1 gp) 1 lb.
    soap (1 cp): you can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.
    hammock (1 sp) 3 lbs. this blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.
    rope, silk (50 ft.) (10 gp) 5 lbs.
    sunrod (2 gp) 1 lb. 30 feet for 6 hours
    applejack (8 cp) 1 lb.
    grooming kit (1 gp) 2 lbs. this pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
    glass cutter (5 gp) this small metal rod has a tiny sharp wheel on one end and a bulb on the other. You score the glass with the wheel and tap it with the bulb to break it. If you succeed at a DC 15 Sleight of Hand check, you can break the glass very quietly (DC 15 Perception check to hear). Most thieves use glue paper with a glass cutter to reduce noise and capture glass fragments.
    thieves tools, common (30 gp) 1 lb.
    entertainer's kit (5 sp) 3 lbs. this kit includes juggling balls, colored handkerchiefs, playing cards, clownish makeup, and other simple props for stage magicians and other street entertainers.
    weapon blanch, silver (5 gp) 1/2 lb. These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until you make a successful attack with the weapon. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.
    acid flask (10 gp) 1 lb.
    traveler's outfit (1 gp) 5 lbs. this set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
    mask (1 sp)
    cologne, common (1 gp)
    ring, signet (5 gp)
    scarf, pocketed (8 gp) 1/2 lb. an elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.
    bag, waterproof (5 sp) 1/2 lb. 10 rounds underwater protection
    belt pouch (1 gp) 1/2 lb.
    canteen (1 gp each) 2 lbs.
    chalk (1 cp)
    wand of comprehend languages CL 1, 15 charges
    silver dragonscale of disguise 3/day as a standard action the scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures
    msk backpack 4 lbs. 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.
    bag of caltrops [2] 2 lbs each. A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
    cave viper poison (1 dose)
    potion of cure light wounds x3
    potion of lesser restoration
    potion of darkvision x2
    ring of climbing
    wood-crafted sculpture (holy symbol of Desna) around neck.

    Carrying Capacity carrying 61 lbs.
    Str 14 (15)= 66 or less light load

    526 gold pieces
    36 silver pieces
    6 copper pieces

    Florence is a product of the city of Kenabres, born and raised. Many races he has seen come to join the endless battle of the Worldwound, rarely to return. Many tales he has heard from survivors of the horrors that leak from the depths of that accursed place. Florence spends his nights in the taverns of Kenabres, spinning these fascinating tales of battle to newcomers to the city who've come to join the fight as crusaders, and thus Florence earns his coin and sips from a canteen of applejack. He is not above lifting an extra coin pouch from a too-drunken tavern dweller if the opportunity arises. However, he sees no deception or thievery in this. It is most likely the green crusader will never return. There is one thing that haunts Florence, however. There was once a woman. A woman that rescued him when he was a child, after he'd been kidnapped by a group of cultists and taken to the Wounded Lands. She was the most enchanting and beautiful woman he had ever seen, though her face is not crystal clear to his memory. She used trickery and disguise to facilitate his rescue back to Kenabres. Seven years he has had to reflect upon that day. Florence has little use for the gods, but he remembers she wore a holy symbol of Desna. He has reoccuring dreams of her. Oft times while spinning tales over mead in crowded taverns for story-hungry crusaders, he'll catch a glimpse of a woman across the room, that will make his heart race. But it is never her. A closer look reveals a slightly different coloring of the hair, or a blemish on her cheek or a subtly different shape to her nose, and Florence's heart sinks. Though in truth a courageous man, he is content enough with his current lot in life. The one thing that stirs hatred in his heart, however, is the sight of one of the cultists from the Worldwound, for it was they that preyed upon him as an innocent child, and forced him to endure terrible trials he will not speak of.
    Last edited by Bong Bellowsmoke; 03-15-2017 at 10:39 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.

  8. #8
    Join Date
    Dec 2004

    Default Loot

    potion of cure light wounds - Fhaora
    potion of cure light woundsx3 - Florence
    potion of lesser restoration - Celtar
    scroll of cause fear -Celtar
    wand of longstrider (10 charges) - Hael
    MW longbow - Fhaora
    20 gp - Held by Celtar in the group fund

    From the Mongrelmen:
    potion of cure light wounds - Hael
    potion of cure light woundsx2 - Evelyn
    potion of cure light wounds - Horgus
    potion of cure light wounds - Anevia
    potion of cure light wounds - Aravashanal
    potion of cure light woundsx3 - Celtar will hold(until one needs to be replaced above)
    potion of lesser restoration - Florence
    potion of lesser restoration - Fhaora
    potion of lesser restoration - Evelyn
    potion of invisibility - Celtar
    scroll of identify - Celtar
    scroll of magic fang - Hael
    ring of climbing - Florence
    +1 wooden light shield - Fhaora

    scroll of Cause Fear, necromancy x2 - Celtar
    scroll of Comprehend Languages x2 - Celtar
    scroll of Bear's Endurance - Celtar
    scroll of Remove Disease - Celtar
    wand of spiritual weapon - Celtar

    From Irabeth and Aneiva's house (Celtar will carry for now):
    potion of invisibility x3
    potion of cure moderate wounds
    Last edited by Henrad; 05-16-2016 at 06:17 AM.
    Krieger Kegsplitter, male Neidar Cleric 9 of Reorx (luck, strength(resolve)) - Hourglass in the Sky
    Celtar Wardenson, male human sorcerer (celestial bloodline) 4 -Wrath of the Righteous

  9. #9
    Join Date
    Jan 2005
    St. Augustine, Florida


      Spoiler: Talon Everett 

    Male Human
    CG Medium Daring Infiltrator Lv3/ Rogue Lv1
    Age 21, Height 5'8, Weight 175
    Traits Stolen Fury +2 CMB/CMD against Demons
    Panache points: 3.75/3.75
    Languages Common
    Patron Deity None
    XP 9100/15000

    Str 14 +2
    Dex 21 +5 (Ability increase at level 1)
    Con 15 +2
    Int 16 +3
    Wis 12 +1
    Cha 17 +3

    Speed 30’ Initiative +7 (+2 for Swashbuckler Initiative +5 Dex)
    Hit Die 10, Hit Points 31/40
    AC 19 (10, +3 armor, +5 dex, +1 Nimble)
    Base Attack +3
    Melee +5
    Ranged +8
    CMB +5 (Melee, +size mod, +other)
    CMD +20 (10, +3 base, +2 str, +5 dex)

    Saving Throws
    Fortitude +3 (+1 base, +2 con)
    Reflex +10 (+5 base, +5 dex)
    Will +2 (+1 base, +1 wis)

    1st Combat Expertise
    Weapon Focus (Dueling sword)
    Improved Parry
    Improved Disarm
    Quickdraw (Swashbuckler initiative)

    Racial/Class Abilities
    Charmed Life 3/day
    Swashbuckler Finesse
    Quick-Tongued (+1 Bluff)
    Nimble +1
    Critical Hit bonus Panache, Killing Blow bonus Panache
    (Deeds) Clandestine Expertise, Dodging Panache, Precise Strike, Swashbuckler Initiative
    (Deeds) Opportune Parry and Riposte, Kip-Up, Menacing Swordplay, Silence is Golden
    Sneak Attack 1d6

    Acrobatics +8 (3 ranks, +2 str, +3 class skill)
    Appraise +7 (1 ranks, +3 int, +3 class skill)
    Bluff +9 (3 rank, +2 cha, +3 class skill, +1 Quick-tongued)
    Climb +7 (2 ranks, +2 str, +3 class skill)
    Craft (Traps) +7 (1 ranks, +3 int, +3 class skill)
    Diplomacy +7 (1 ranks, +3 cha, +3 class skill)
    Disable Device +12 (4 rank, + 5 dex, +3 class skill)
    Disguise +7 (1 ranks, +3 cha, +3 class skill)
    Escape Artist +9 (1 ranks, +5 dex, +3 class skill)
    Intimidate +9 (3 ranks, +3 cha, +3 class skill)
    Knowledge (Dungeoneering) +7 (1 ranks, +3 int, +3 class skill)
    Knowledge (Local) +7 (1 rank, + 3 int, +3 class skill)
    Linguistics +7 (1 ranks, +3 int, +3 class skill)
    Perception +7 (3 ranks, +1 wis +3 class skill)
    Profession (Locksmith) +5 (1 ranks, +1 wis, +3 class skill)
    Ride +9 (1 ranks, +5 dex, +3 class skill)
    Sense motive +5 (1 ranks, +1 wis +3 class skill)
    Sleight of Hand +8 (3 ranks, +2 str, +3 class skill)
    Stealth +11 (3 ranks, +5 dex, +3 class skill)
    Swim +6 (1 ranks, +2 str, +3 class skill)
    Use Magic Device +7 (1 ranks, +3 cha, +3 class skill)

    MW Dueling Sword +10 (+3 BAB, +5 dex, +1 wpn focus, +1 MW) 1d8+2 19-20 x2
    MW Cold Iron Dueling Sword +10 (+3 BAB, +5 dex, +1 wpn focus, +1 MW) 1d8+2 19-20 x2
    Dagger +8 (+3 BAB, +5 dex) 1d4+2 19-20 x2
    MW Swordbreaker Dagger +9 (+3 BAB, +5 dex, +1 MW) 1d4+2 19-20 x2 (+4 disarm or sunder)

    MW Studded Leather Armor +3 (Max dex +5)

    X4 Daggers
    Hooded cloak
    Smugglers Boot w/Knife
    Thieves Tools
    Fencing blades (*see weapons)
    Bag of Dog Pepper, Mirror, Skeleton Key
    Crowbar, Glass Cutter, Rope 50’ w/grappling hook, Climbing Gloves
    Belt w/pouches, x5 small sacks, Flint and Steel


      Spoiler: Description 

    Talon’s hair is finger length and the color of blackened leather. His beard is trimmed and neat. He will not suffer the itch of unkempt facial hair. His eyes are sapphire orbs that glitter like a setting sun on open sea. He is strikingly handsome, though he does little to cultivate it, aside from general hygienic practices. He is a little below average height with an athletic build thanks to his acrobatic lifestyle. He is lean but strong, and as agile as a cat. His favored weapons are an adamantine hilted dueling sword (shaped in a Silver Dragon motif) and the deadly Swordbreaker Dagger.

      Spoiler: Bio 

    Talon Everett was born to a Kenabres courtesan, whose beauty was only matched by her passion for power. Her ample charms were a crude weapon, but when combined with her brilliant mind she was a force to be reckoned with. Misha Everett had spun a web of influence over politicians, soldiery, and even a few nobles of lesser consequence. There were rumors that she had earned the respect and protection of even the master of the Tower of Arcane Sorcery. But her power base was as tenuous as a stack of feathers and blew away with the cold wind on one fateful winter's night...

    A young Talon cooed in his mother's arms near a roaring fireplace in Misha's statehouse. The small family unit of two enjoyed the warmth and luxury that were the fruit of her many labors. Years and years of seduction and manipulation turned into comfortable furnishings, vintage wines, fresh water, and all the milk and food her baby could ever long for. Her voice was like velvet as she sang a song of shining stars and golden streets, of children playing in the cool sea waters, and of unfathomable wealth. It was a song she often turned to when Talon was sick or unable to rest. The song represented everything she dreamed of, and more. She did not finish the song that night however. Midway through the second verse there was a loud sound in the lower level of their home, like shattering of wood.

    Misha shot up like an arrow and placed her son gently into his cradle, then dashed for a dagger she had kept hidden underneath her son's bed. Sweat rolled down her forehead as she battled with the terror that only a mother could suffer when she knows her child is in danger. She reached the door to their shared room and pressed it closed with a shriek. She could hear boots pounding up the wooden steps of the stairway even then. Misha managed to slide the locking bar in place just as the door banged inward the first time. No doubt from a man's shoulder. Then again.

    She backed away slowly, unsure.

    "What do you want from us? Leave us alone!" she called.

    Another bang, and the door split open towards the top half just a crack.


    Another slam, and another, before the head of a hammer crashed through. Her attackers were well armed. The head of the hammer was retracted, which took a little more finesse than the owner had hoped, as evident by his vehement cursing, And then a pale and drawn face appeared in the hole with wild eyes that sent Misha scrambling for her baby.

    "We've come to collect a debt, me deary. Sabastien Shan is not keen on sharin' his bed with the lot of ya, if'n yer sharin' yer bed with ol' Ben Swanson too."

    Misha was torn. She stood over the cradle with dagger in hand, unsure if she should use it to end her child's life with mercy or scoop him up and make a stand. Could she even protect him from the likes of her attackers?

    The wooden door buckled under the weight of another powerful crushing blow and the locking bar bent to the point of almost snapping. She knew it was over...

    That night Misha Everett was murdered, but the men who killed her spared her son. Talon was taken away to the home of Sebastien Shan, who was one of the premiere guild commanders in all of Kenabres. Shan raised the boy as his own, believing the boy was in fact his. This is of course open to debate.

    Talon grew up a Prince of Thieves in a manner of speaking and promptly joined the guild in his early teens. He learned all the basics of the trade. Through the years he worked as a cut purse, cat burglar, fence, information broker, con-artist, and trapspringer. And that's not all. The members of the Obsidian Dagger guild were also students of the Kai Zo fighting style. Kai Zo is a little known form of fencing that requires intense strength and agility training. Talon earned a reputation as a skilled rogue and excellent fighter, which propelled him up the ranks of the guild.
    The rest of the story is a little muddy. What we know is that Talon eventually learned of his mother’s murder. The young man lashed out at the guild who had raised him with predatory hunger. Members started turning up dead in all manner of grizzly ways with Talon’s signature all over the kill. Somehow he has evaded capture from the Obsidian Dagger. His mastery of deception is slowly becoming legendary and Sebastien Shan knows his days are numbered.
    Last edited by Dalamar91; 04-02-2017 at 01:15 PM. Reason: Added gold

  10. #10
    Join Date
    Jul 2016

    Default Alxander Freehart

    Alexander Freeheart, (Allesiarn)
    Male Half-Elf Ranger
    NG Medium Humanoid
    Age: 28 Height: 6' 0" Weight: 160
    Language: Common, Elven, Infernal, Celestial
    Patron Diety: Erastil
    XP: 9700 / 15,000
    Str: 15 + 2
    Dex: 20 + 5
    Con: 16 + 3
    Int: 14 + 2
    Wis: 14 + 2
    Cha: 11 + 0
    Adopted by humans, bonus feat (Dodge)
    Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. Must take the second result.
    Armor Expert: reduce armor check penalty of any worn armor by 1
    Attached to Raiscella, whenever threatened or in danger or is in someone else’s possession, suffer-1 penalty on will saves and -2 penalty on saves against fear
    Speed: 30' (in armor) Initiative: + 5 (+7 in Desert/Wastes)
    Hit Die: 4d10 + 12 Hit Points: 52
    Ac: 21 (10 base +4 armor +1 shield + 5 dex +1 dodge) - Flat foot 15 - Touch 16

    Base Attack
    : + 4
    Melee: + 6
    Ranged: + 9
    Cmb: + 6
    Cmd: + 22 (10 + 4 Base + 2 Str +5 Dix +1 dodge)

    Saving Throws:

    Fortitude: 7 (4 base +3 con)
    Reflex: 9 (4 base + 5 dex)
    Will: 3 (1 base + 2 wis)


    Light armor, Medium armor, Simple weapon proficiency, Martial weapon proficiency, Shields
    1st lvl - Skill focus: Acrobatics (racial bonus)
    1st lvl – Dodge (trait bonus)
    1st lvl - Point Blank shot: +1 attack and damage on ranged attacks within 30ft
    2nd lvl - precise shot(combat style): ignore -4 penalty for shooting into melee
    3rd lvl - Endurance (bonus feat): can sleep in light or medium armor without penalty. +4 vs swim check for exhaustion, con check for running - forced march - hold breath - starvation/thirst, fortitude check for heat/cold or suffocation.
    3rd lvl - Deadly aim: ranged attacks take - 2 attack roll for +4 Damage

    Racial/Class Abilities
    ability score (+2 any ability score)
    Low-Light vision
    Adaptability: skill focus (bonus feat)
    Elf Blood: count as both elves and humans for effects depending on race
    Elven Immunities: Immune to magic sleep effects and get +2 saving throws against enchantment spells and effects
    Keen senses: +2 bonus on perception
    Multitallented: two favored classes (ranger +1 skill/lvl, rogue +1 skill/lvl)
    Languages: common, elven, infernal (int), Celestial (int)
    Favored Enemy (+2 bonus on bluff, Knowledge, Perception, Sense Motive, and Survival skill checks. +2 weapon attack and damage rolls and can make knowledge checks untrained). This bonus increases with levels.
    - 1st lvl - +2 outsider (evil)

    Track: + 1/2 ranger level when tracking
    Wild Empathy: functions as diplomacy check (1d20 + lvl + cha) towards animals within 30 ft. Can be used on magical beasts with an int of 1 or 2 but suffer a -4 on the check.
    Favored Terrain: +2 on initiative, knowledge (geography), perception, stealth, and survival. A ranger traveling through his favored terrain leaves no trail and cannot be tracked.
    - 3rd lvl - Desert/Wasteland

    Hunters Bond: Animal Companion (wolf)

    (6+ 2 int + 1 favored class)/level - 36
    Acrobatics: 12 (+4 rank,+5 dex, +3 skill focus)
    Climb: 7 (+2 ranks, +2 str, +3 trained)
    Handle Animal: 5 (+2 ranks, +0 Cha, +3 trained)
    Heal: 7 (+2 ranks, +2 wis, +3 trained)
    Knowledge (dungeoneering): 7 (+2 ranks, +2 int, +3 trained)
    Knowledge (geography): 7 (+2 ranks, +2 int, +3 trained)
    Knowledge (nature): 9 (+4 ranks, +2 int, +3 trained)
    Perception: 11 (+4 ranks, +2 wis, +3 trained, +2 racial)
    Ride: 10 (+2 rank, +5 dex, +3 trained)
    Spellcraft: 7 (+2 ranks, +2 int, +3 trained)
    Stealth: 12 (+4 ranks, +5 dex, +3 trained)
    Survival: 9/11 (+4 rank, +2 wis, +3 trained)(+2 tracking)
    Swim: 7 (+2 rank, +2 str, +3 tained)

    DC's= 10 + spell level+ wisdom modifier, Concentration check +6
    1st level (0+1): Delay Poison (stops poison effect for 1hr/lvl)
    2nd level (-)
    3rd level (-)
    4th level (-)


    Masterwork Composite Longbow + 10 (1d8+2 - x3 crit)
    - With point blank shot and deadly aim - +9 (1d8+7)
    Longsword +6 (1d8+2 - 19/20x2 crit)
    spiked Gauntlet +6 (1d4+2 - x2 crit)
    Warhammer +6 (1d8+2 - x3 crit)


    studded leather armor +1 (+4 ac , +5 max dex, 0 armor check)
    Masterork buckler (+1 ac, 0 armor check)


    MW Backpack (5 lbs.) - Count strength as +1 for carrying capacity
    Explorer's outfit (8 lbs.)
    Bedroll (5 lbs.)
    Blanket (3 lbs.)
    Flint and steel (-)
    2 Waterskin (8 lbs.)
    10 Trail rations (10 lbs.)
    Bucket, empty (2 lbs.)
    Silk rope (50ft) (5 lbs.)
    Grapple hook (4 lbs.)
    Whetstone (1 lbs.)
    2 Belt pouches (1 lbs)
    2 Empty sacks ( 1 lbs.)
    2 Scroll cases (1 lbs.)
    5 Chalk pieces (-)
    2 Fish hooks (-)
    longsword (4 lbs.)
    spiked gauntlet (1 lbs.)
    warhammer (5 lbs.)
    Comp. longbow (3 lbs.)
    40 arrows (6 lbs.)
    Buckler (5 lbs.)
    Studded Leather +1 (20 lbs.)
    total weight of Equipment: 98

    PP: Gp: Sp:
    Encumbrance/carrying capacity:
    light load: 66 (76) lbs or less Med load: 133(153) lbs or less Heavy load: 200(230) lbs or less
    current load: 98
    Animal Companion:

    Medium wolf ECL: 1
    Hit Die: 2d8 + 2 Hit Points: 18
    Speed: 50' (in armor) Initiative: + 2

    Bite + 2 (1d6 +1 / trip)

    Str: 13 + 1
    Dex: 15 + 2
    Con: 15 + 2
    Int: 2 - 4
    Wis: 12 + 1
    Cha: 6 - 2
    Fort: 5
    Ref: 5
    Will: 1
    BAB: 1
    CMB: +2 CMD: 14
    Ac: 15 (10 + 2 dex + 3 armor) 12 Touch, 13 Flat footed
    Acrobatics: 5 (+1 rank, +2 dex, +3 trained, -1 armor)
    Perception: 5 (+1 rank, +1 wis, +3 trained)
    survival: 1/5 (+1 wis)(+4 tracking)

    Racial Modifier/Companion abilities:
    +4 survival when tracking with scent
    Low-Light vision
    Scent - Detect opponents by smell within 30ft, can take a move action to pinpoint the direction of the smell, can pinpoint the location within 5ft.
    Link - can handle animal as free action, can Push as a move action. Receive +4 bonus to check
    Share Spells - Can cast spells with "you" target on companion as a touch


    1st lvl - Light armor proficiency

    Tricks :

    Attack, Come, Down, Defend, Heel, Stay, Track


    Studded leather (+3 armor, +5 max dex, -1 armor check) (20 lbs.)
    Saddle bag (8 lbs.)
    Spade (8 lbs)
    Crowbar (5 labs)
    Trail rations (dried meats) 10 days (10 lbs.)

    Encumbrance/carrying capacity:
    light load: 75 lbs or less Med load: 150 lbs or less Heavy load: 225 lbs or less
    Current load:

    This tall Half Elf male takes on the clean appearance of an Elf with no facial hair or even the shadow to indicate his age. He has a longbow in his hand with a buckler strapped to his opposite arm and a sword on his hip. He has short black hair that is kept clean, it is not slicked or tailored but instead is minorly messy but too short to truly get tangled. He is accompanied by a black wolf, both wearing leather armor.


    Sylcarin Krisswyn arrived in kennabres during the third crusade of the world wound and served as a witch hunter upon her arrival. Afterwards she stayed in Kenabres and served as a scout and forward guard for many years. She met and fell in love with Jonathan Freeheart when he arrived in Kenabres with his family to assist with the war efforts. Jonathan came from a long line of clergymen and rangers known for their concern for the natural order of the world. Jonathan trained under and reported to Sylcarin for several years where in they fell for temptation and had a relationship come from their long days on scouting missions. Jonathan and Sylcarin had a son, Alexander, that would grow to share both his human father’s love of nature and his elven mother’s martial prowess and scouting capabilities. One fateful day, when young Alex was a mere 5 years old, Sylvain and Jonathan ventured out on a dangerous mission and didn't return.

    Alex was adopted by his human family and raised by his uncle Justin. Being the only half-elf in his family was challenging for Alex and he never felt truly at home with Justin’s family. Alex spent most of his youth having “adventures” on the outskirts of town and practiced with his bow regularly. On one of these “adventures” Alex found himself too far out of town and didn’t realize just how much trouble he was in until it was too late.
    Alex was saved by a mysterious woman who helped him find his way back to a group of crusaders. The Woman never told Alex what her name was, saying that her n am didn’t matter and there wasn’t time for useless pleasantries given the circumstances. The woman clung to her holy symbol for strength and guidance, which would have struck some individuals more profoundly than it did to Alex, he was rather used to deep connections to one god or another for guidance. The woman was truly inspiring with a bow and managed to easily eliminate demonic threats.
    Upon his return to town, Alex felt the urge to help the lands out and strived to become deadly with a bow.

    Alex joined the crusaders as a scout and spent much of his time on scouting missions where he continued to develop his skills of living off the land and utilizing his bow to survive. Alex spent a great deal of time with a fellow scout named Linzi. Linzi served as Alex’s human partner and best friend for several years. On a scouting mission, Alex and Linzi came upon a pack of wolves that were killed by an unknown predator, leaving only one wolf pup behind. The pair adopted the wolf pup together and raised it on their scouting missions. Approximately two years later, Alex and Linzi were on a scouting mission when it became apparent that Kenabres was under attack. They were set upon by a group of demons on the way back to help and Linzi was mortally wounded. Alex carried Linzi for several miles before he realized how cold and stiff she had become. Alex stopped at a pleasant overlook of Kenabres and found a restful place to bury Linzi, where she could forever look down upon Kenabres, which he vowed to fight to save.
    Last edited by Grimnox; 01-18-2017 at 08:49 AM.


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