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Started by Dracos, September 25, 2007, 03:30:55 AM

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Dracos

Well, Goodbye.

Corwin

#1
Nakahara Sunako
Monk lvl2/Sohei lvl3/Tattooed Monk lvl1
Human Female, Lawful Neutral

Updated: 09/12/2007

Hit Dice 31hp
Init: +4
Speed: 50ft
Armor Class: 20 normal, 20 touch (+2 dodge for a round when making an unarmed attack)
Base Attack/Grapple: +3/+11

Attack: +9 masterwork Guisarme (polearm, 2d4+6, 20/x3, 10ft reach, can be used for trip)
Attack: +7 unarmed (+6/+6 flurry of blows, 1d8+4, 20/x2, lethal)
Special Attacks: flurry of blows (+2/+2), unarmed strike
Special Qualities: evasion, speed +10ft, ki frenzy 2/day for 5 rounds, 5/round attacks of opportunity, UnicornTattoo (one d20 reroll/day)

Saves: Fort +10, Ref +11, Will +12
STR 18 (4), DEX 18 (4), CON 15 (2), INT 10 (0), WIS 18 (4), CHA 06 (-2)
Languages: Common

Skills: Intimidate +6 (4), Knowledge: Religion +8 (8), Hide +13 (9), Listen +11 (5), Move Silently +13 (9), Sense Motive +6 (2), Spot +6 (2), Tumble +12 (8)

Class Feats: Weapon Focus (Guisarme), Deflect Arrows, Improved Unarmed Strike, Stunning Fist (fort DC 16, 5/day), Combat Reflexes
Feats: Ascetic Sohei (custom), Improved Grapple, Choke Hold (OA), Fists of Iron, Power Attack

Items: Ring of Protection +1, Cloak of Charisma +2, Gloves of Dexterity +2, Masterwork Guisarme

Ascetic Sohei and the Ki Frenzy variant that stacks sohei flurry with the monk one together result in 'Monk Abilities' being effectively stacked between Sohei and Monk classes.

Background:

Though possessing natural beauty, Sunako had let it go to waste. She doesn't bother with any kind of grooming, content to merely observe her personal hygiene. This later escalated into the extreme, when Sunako had a dream she believe prophetic, of how the sun will be the death of her. Since then, she never leaves the shadowed safety of indoors without a heavy black cloak to cover her slender frame; when feeling particularly intimidated, she would pull the hood up, completely obscuring her head and giving her the appearance of a ghost.

Sunako's hair is waist-long and straight, black in color, with a tendancy to fly wild when she's agitated, and complimented nicely with her purple eyes. Her clothing tends to consist of the male-oriented variety since it is more practical for her to fight and otherwise move in. On the rare occasion she does dress up, dark colors tend to dominate her ensemble, blood red and seeping blackness prime amongst them.

Despite nominally being an offspring of the Sun Clan, one would be hard-pressed to find anyone there who isn't embarrassed of Sunako. She's not quite disowned, but only Sunako's quirky aunt who tends to spend most of her time dallying abroad actually bothers to check up on her, or accept her for who she is. It is the hope of Sunako's parents that by making her join the clergy she would open up more, and give up her foolish fantasies. Sunako, however, is merely content to be away from the incessant nagging; and the thought of encountering horrible abominations does appeal, even if she is to meet them in battle.
<Steph> I might have made a terrible mistake

Ebiris

#2
Name: Kuran Mizumi
Class: Spirit Shaman 6
Alignment: Chaotic Good
Race: Human
Gender: Male
Age: 20
Height: 5'10
Weight: 154lbs
Eyes: Grey
Hair: Black


Stats

HP: 42
AC: 20 (12 touch, 18 flat footed)
Melee Attack: Shortspear, +5 (1d6, x3)
Ranged Attack: Shortbow +1, +7 (1d6+1, x3)

STR 10
DEX 14
CON 14
INT 10
WIS 16
CHA 17

Bab: +4
Melee to hit: +4
Ranged to hit: +6
Grapple: +4
Initiative: +2
Speed: 30

Fort: +8
Ref: +4
Will: +8


Feats 5

Spontaneous Healer
- Can spontaneously cast a Cure spell from spirit shaman spell list just as a cleric can, 3 times per day.

Spontaneous Summoner
- Can spontaneously cast a Summon Nature's Ally spell from spirit shaman spell list just as a druid can, 3 times per day.

Ability Focus (Chastise Spirits)
- +2 to DC of Chastise Spirits ability.

Extend Spell
- An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Still Spell
- A stilled spell can be cast with no somatic components. A stilled spell uses up a spell slot one level higher than the spell's actual level.


Class Features

Spirit Guide
- Wren, Tengu spirit of the sky. Grants Alertness feat (+2 spot and listen).

Wild Empathy (Ex)
- Can influence animals and magical beasts (with -4 mod for latter) like a diplomacy check.

Chastise Spirits (Su)
- Does 6d6 damage to all spirits within 30 feet, can make a will save at DC 21 for half damage. Usable 6 times per day.

Detect Spirits (Sp)
- Can detect spirits at will, functions as detect undead.

Blessing of the Spirits (Sp)
- Can spend 10 minutes performing a rite to protect self against spirits in the same manner as a protection against evil spell.

Follow the Guide (Su)
- If fails save against an enchantment effect, can make another save the following round at same DC.

Ghost Warrior (Su)
- Any weapon wielded is treated as having the Ghost Touch enhancement, and can use normal AC instead of touch AC against the touch attacks of incorporeal creatures.


Special Abilities

Blessing of the Divines
- +1 Sacred bonus to Fortitude saves.


Spirit Shaman Spells - Caster Level 6
Level 0: 6 spells per day. 3 retrieved per day. DC 13.
Level 1: 7 spells per day. 3 retrieved per day. DC 14.
Level 2: 6 spells per day. 2 retrieved per day. DC 15.
Level 3: 4 spells per day. 1 retrieved per day. DC 16.


Skills (ranks are in parenthesis, synergies not counted in ranks but are noted)

24+6+6+6+6+6=54

Concentration (con): 9 (7)
Handle Animal (cha): 8 (5) Synergy: +2 to Wild Empathy
Listen (wis): 11 (6)
Knowledge - Geography (int): 5 (5) Synergy: +2 Survival to prevent getting lost and avoid natural hazards
Knowledge - Nature (int): 7 (7) Synergy: +2 Survival above ground in natural environemnts
Knowledge - Religion (int): 4 (4)
Perform - Dance (cha): 5 (2)
Survival (wis): 10 (7) Synergy: +2 Knowledge - Nature
Speak Language: (3) Sylvan, Auran, Terran
Spot (wis): 12 (7)


Inventory

322.4gp

Shortbow +1
Masterwork Cold Iron Shortspear
Cold Iron Arrows (x40)
Silvered Arrows (x40)

Chain Shirt +2

Amulet of Natural Armour +1
Ring of Protection +1 (grants +1 to any saves vs save or dies)

Rust Bag of Tricks

Bead of Force

Backpack
Bedroll
Caltrops (x5)
Oil (x3)
Iron Pot
50ft silk rope
Waterskin
Explorer's Outfit


Background

Kuran is a child of the Lake Clan, albeit only a minor offshoot of the family. Nonetheless, this has not stopped him from having a strong rapport with the spirits - indeed, just as he hails from a small and ignoble branch of the family tree, he champions the causes of spirits too weak to otherwise have a voice, those that would otherwise go forgotten or ignored.

He wasn't always as such, however, and only discovered his calling when on the cusp of adulthood. While travelling with a caravan en route to visit family in a distant city, the group was attacked by ogres, which easily overwhelmed the caravan guards and proceeded to murder and pillage the travellers. Kuran was gravely wounded and left for dead by the roadside, and it was in this state that he first heard the voice of the spirits.

Chief among them was Wren, a spirit that appeared to Kuran's eyes as a Tengu, who kept the young man's mind focused by telling him stories of the spirit world, and of the many things he had seen and done in the immortal life of a spirit. The other spirits of the surrounding land lended their voices, perhaps overjoyed to have a captive audience, or perhaps merely delusions of a fevered and delirious mind.

Nonetheless, bolstered by these voices, Kuran hung onto life for two days and nights, before another passing caravan found him and nursed him back to health. But even healthy once more, Kuran was still marked by the spirits, who now knew him as a receptive ear for their pleas. Those weak and feeble spirits that had no say in the material world, now had a voice, if they could only convince Kuran to speak on their behalf. And little convincing was required, as Kuran was grateful for the support they had lent in his time of need.

Knowing of the Church, which spoke for the mightiest of Gods, Kuran decided that he should petition to join this body, so that the lesser spirits could have their say as well. And with the blessings and magics granted by his intangible allies, he was certain that together they could open the eyes and ears of his countrymen to the desires of the spirit world. The ancient Tengu spirit, Wren, chose to follow Kuran, following the winds to wherever the young shaman goes, so that he might provide his own counsel in addition to the words of any local spirits encountered.

Kuran is a friendly and outgoing sort, who's gentle naivete and rude humour go a long way to disarming the reactions he might get from when he speaks to voices that only he can hear - and really, when someone can call down lightning or heal with a touch, who is going to argue about the source of said power? Even if few holy men seem to find spirits quite as commonplace and talkative as Kuran seems to...

Sierra

#3
Jai Wo Xie
Sorcerer 6
Human Female, Chaotic Good

HP: 29
AC: 13

STR 13 (+1 mod)
DEX 16 (+3 mod)
CON 14 (+2 mod)
INT 10 (no mod)
WIS 10 (no mod)
CHA 18 (+4 mod)

Base Attack Bonus: +3

Fort Save: +4 (+2)
Ref Save: +3
Will Save: +5

Spells per day

Level 0: 7
Level 1: 7
Level 2: 6
Level 3: 4
Level 4: (1)

Spells known:

Level 0 (7): Detect Magic, Detect Poison, Dancing Lights, Ghost Sound, Mending, Message, Prestidigitation
Level 1 (4): Protection From Evil, Mage Armor, Charm Person, Magic Missile
Level 2 (2): Scorching Ray, Invisibility
Level 3 (1): Fly

Skills (27 skill points), mods on the left, ranks on the right:

Bluff: 9 (5)
Diplomacy: 9 (5)
Knowledge (Religion): 2 (2)
Spellcraft: 10 (8)
Spot: 1 (1)
Use Magic Device: 8 (6)

Feats:

Empower Spell: Increase a spell's variable, numeric effects by 50%.
Eschew Materials: Cast spells without material components.
Greater Fortitude: +2 bonus on Fortitude saves.
Magical Aptitude: +2 bonus on Spellcraft and Use Magic Device checks.
Spell Focus: +1 bonus on save DCs against specific school of magic. (Enchantment)
Spell Penetration: +2 bonus on caster level checks to defeat Spell Resistance.

Inventory: 1191 GP

Backpack (2 GP) 2lb
Bedroll (1 GP) 5lb
Bronze Griffon ("Come forth, Siyawin!")
Cloak of Resistance +2 (4,000 GP) 1lb
Crossbow Bolts (60) (6 GP) 6lb
Dagger (2 GP) 1lb
Explorer's Outfit (10 GP) 8lb
Light Crossbow +1 (2,035 GP), 4lb
Ring of Protection +1 (2,000 GP)
Sunrod (2 GP) 1 lb
Waterskin (1 GP) 4lb

---

Jai was the youngest child of five, born to a mostly unremarkable farming family living on the outskirts of the empire. Nothing in her background or youthful temperament suggested a proclivity for joining the church--indeed, she was a mischievous child, full of energy and imagination, and as long as everyone assumed she'd grow up to be a farmer just like her parents, there was no need to look askance at Jai's spending her days climbing trees and chasing animals through the woods. This changed around the age of ten, however, when her latent magical talent begin to manifest itself. At first minor disturbances and amusing little accidents simply seemed to follow in her wake, but eventually she gained better control and used her abilities to amuse the younger children...and play the occasional prank on someone she or her family didn't like.

When this culminated in theft from a passing merchant (more to see if she could do it then out of a desire for money), it was decided that this was a power which needed discipline and control. The surrounding lands being beholden to the Lake clan, she was sent to train with the local clergy, hopefully to gain some degree of humility, restraint and a sense of social responsibility in addition to a more disciplined use of her powers. This effort wasn't entirely successful in containing Jai's naturally exuberant spirit, but she did find that she approved of the church's mission, particularly the role of the divines. Being both naturally curious and sympathetic to the misfortune of others (despite her youthful reputation as a troublemaker), an organization that would send her around the empire investigating strange incidents and helping communities like the one from which she'd risen made for very attractive employment indeed. Since a small border village like hers is a hard place for a natural sorcerer to live a quiet life, she applied to be one of the divines, not really knowing what her long-term plans for the future are but expecting this new position to be both interesting and spiritually rewarding.

As an aside, going home now is a slightly awkward experience. Her family is obviously proud to have produced a candidate for the divines, protectors of the empire and all, but they remain unsure of how to treat the sorcerer in their midst.

Personalitywise, Jai remains energetic, outgoing and friendly. The church hasn't been able to make much of a scholar out of her, but she is dedicated to its mission and she's not really sure what she'd do with herself if she were not accepted by the organization (she is, in retrospect, quite glad to have been referred to it when younger).

Everything about her physical appearance contributes to the impression of her being an irrepressable bundle of energy--she's barely five feet tall, and slim and fit (probably not weighing in at over a hundred pounds). She has bright green hair which is usually kept back in a braid if long enough, though she usually keeps it just a bit too short for this. Her eyes are gray. She is twenty years old.

Navilee

Shamil "Ashhearth" Beren
Age: 19
Race: Gnome
Class: Druid
Level: 5
Alignment: Chaotic Neutral
Hit Points: 34/34
Armor Class: 17 (+2 Dex, +4 Armor, +1 Size); 13 touch, 16 flat-footed

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom  19 (+4) | 21 (+5)
Charisma 10 (+0)

Base Attack Bonus: +3
Melee: +4   Ranged:  +6
Fortitude: +4 (+6)
Reflex: +1 (+3)
Willpower: +4 (+8)

Special Abilities:
Animal Companion
Nature Sense
Wild Empathy
Trackless Step
Resist Nature's Lure
Wild Shape (1/day)

Race:
    +2 Constitution, -2 Strength.
    Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character
    Gnome base land speed is 20 feet.
    Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
    +2 racial bonus on saving throws against illusions.
    Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
    +1 racial bonus on attack rolls against kobolds and goblinoids.
    +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
    +2 racial bonus on Listen checks.
    +2 racial bonus on Craft (alchemy) checks.
    Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
    Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.

Feats:
Eschew Materials
Natural Spell
Track

Skills:
Knowledge, Nature - 8 (+10)
Spellcraft - 8 (+10)
Concentration - 8 (+10)
Handle Animal - 8 (+8)
Ride - 8 (+10)
Survival - 8 (+15)
Craft (Alchemy) - 0 (+4)
Listen - 0 (+6)

Languages:
Common
Gnomish
Druidic
Dwarven
Sylvan

Equipment:
17 gp, 6 sp

Periapt of Wisdom; +2 to Wisdom
+1 Studded Leather (bone); 4 AC, +5 Max. Dex, -0 Check Penalty, 10 Pounds
20 Masterwork Darts; Attack [1d20+7], Damage [1d3], X2, 20', 4 Pounds
+1 Shortspear; Attack [1d20+5], Damage [1d4+1], X2, 20', .75 Pounds

Backpack; .5 Pounds
    Bedroll; 1.25 Pounds
    Case, Map or Scroll; .5 Pounds
       5 Pages of Parchment
    Waterskin; 1 Pound
    Inkpen
    I oz. Ink
    Flint and Steel
    4 trail Rations; 1 Pound
    Hooded Lantern; 2 Pounds
       2 pints oil; 2 Pounds
    Holly and Mistletoe

Animal Companion:

Size/Type:            Medium Animal
Hit Dice:               2d8+4
Initiative:             +2
Speed:                 40 ft. (8 squares)
Armor Class:          21 (+2 Dex, +4 natural, +5 armor), touch 12, flat-footed 19
BAB/Grapple:         +1/+3
Attack:                 Bite +3 melee (1d6+3)
Full Attack:           Bite +3 melee (1d6+3)
Space/Reach:        10 ft./5 ft.
Special Attacks:     --
Special Qualities     Low-light vision, Scent, Link, Share Spells
Saves:                  Fort +5, Ref +5, Will +1
Abilities:               Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:                    Jump +12, Spot +5, Listen +5, Swim +3, Survival +1*
Feats:                  Alertness, Track
Tricks:                  Attack (all), Come, Defend, Down, Guard, and Heel

*Riding Dogs get +4 to Survival if tracking by scent.

Equipment:
+1 Chain Shirt Barding; 5 AC, +4 Max. Dex, -1 Check Penalty, 25 Pounds

Magic:
0 (Orisons) (5) DC 16
Prepared:
Create Water
Dawn (SC)
Detect Magic
Detect Poison
Purify Food or Drink

1st (3+2) DC 17
Prepared:
Charm Animal*
Obscuring Mist
Produce Flame*
Snake's Swiftness (SC)
Vigor, Lesser (SC)

2nd (2+1) DC 18
Prepared:
Barkskin
Snake's Swiftness, Mass (SC)
Warp Wood*

3rd (1+1) DC 19
Prepared:
Call Lightning*
Magic Fang, Greater