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So who are you?

Started by Anastasia, March 23, 2010, 04:30:38 PM

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Anastasia

Character sheets go here.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

VySaika

#1
Name: Serena Bell
Class: Transmuter 3/Fighter 1
Deity:
Alignment: N
Race: Human
Gender: Female
Age: 20
Height: 5'7"
Weight: 119lbs
Hair/Eyes: Red, kept in a short ponytail most of the time/Green.

COMBAT STATS

HP: 22
AC: 14(10+4 Dex), FF10/T14

Melee Attack: Battle Rod +7 (1d6+1)
Melee Full Attack: Battle Rod +5/+5 (1d6+1/1d6)
Ranged Attack: Ranged Touch +6 (by spell), Longbow+6 (1d8+1)
Grapple: +3
Initiative: +4

Fort: +4
Ref: +5
Will: +3

GENERAL STATS

STR: 12/+1
DEX: 18/+4
CON: 13/+1
INT: 16/+3
WIS: 11/+0
CHA: 12/+1

Languages: Common, Draconic, Dwarven, 1 empty

Skills: Climb+3, Concentration+7, Craft(Blacksmith)+9, Jump+3, Know(Arcana)+9, Know(Arch&Eng)+9, Know(History)+9, Know(Geography)+4, Profession(Cook)+6, Ride+5, Spellcraft+9, Swim+3

Proficiencies: Basic Weapons, Exotic Weapons, Exotic Double Weapons, Bows, Slings and Thrown Weapons

Feats: Eschew Materials, Two Weapon Fighting, Scribe Scroll, Extend Spell, Weapon Finesse

Special Abilities: Focused Specialist(Transmutation), Enhanced Attribute 1/day.

MAGIC

Transmuter Spells(Caster level 3)

Spells Prepared: DC=13+Spell Level
0(3/3)- Mage Hand, Mage Hand, Message, Detect Magic, Ghost Sound, Prestidig.
1(3/2)- Magic Weapon, Expy Retreat, Enlarge Person, Mage Armor, Lesser Acid Orb
2(3/1)-Alter Self, Extended Expy Retreat, Extended Enlarge Person, Glitterdust

Spellbook
0-All non-Necro/Evoc/Ench cantrips. Please don't make me write all this out.
1-Enlarge Person, Expeditious Retreat, Magic Weapon, Identify, Lesser Orb of Acid, Mage Armor, Alarm, Comprehend Languages, Greater Mage Hand
2-Alter Self, Glitterdust, Knock, Levitate

STUFF

Weapons
Mw/Mw Battle Rod
Longbow (40 arrows)
Dagger

Equipped Items
Steadfast Boots - +4 vs Bull Rush/Overrun/Trip. Also may use any TH weapon to Set Against A Charge for double damage.
Healing Belt - +2 comp bonus on Heal checks. 3 charges per day, spend chages for healing by touch. (1=2d8, 2=3d8, 3=4d8)
Travel Cloak - Endure Elements(Cold), can pull rations and water/tea out of it 3/day. Turns into a 1 person tent on command. Magically waterproof.
Green Eyed Serpent - Mysterious ring Serena aqquired one day. She has no idea where it comes from or what it does, and is aiming to find out.

Carried Items
Scrollcase(Comprehend Languages x1, Greater Mage Hand x1, Feather Fall x2, Invisibility x1)
Potion of Hide From Animals
Adventurer's Kit
Mw Blacksmith's Tools/Mw. Engineer's Tools(in the same case)
Pearls for the Identify spell x2
2 Explorer's Oufits(one with pants, one with skirt)
2 Entertainer's Outfits(for putting on magic shows in)

Gold: 300

Background:
Spoiler: ShowHide
The third daughter of a champion fist fighter and an accomplished blacksmith, Serena Bell could very well have grown up in the shadows of her sisters and parents. Thankfully she really didn't, as her sisters were both much older then her, and her father was overjoyed to finally have a daughter more interested in studying mechanics and metallurgy then the martial arts so he did everything he could to encourage her education. One year, this happened to include paying a hefty apprentice fee for her to study magic under the tutelage of one of his frequent customers, a decision that certainly shaped her life.

Serena took to transmutation like a pig to mud(duck to water could also be used, but there was far more mess involved then that), considering the practice simply "smithing in magical form". She spent the next few years split between studying magic, keeping up with her smithing and engineering skills, and even taking up stickfighting(since her mother's penchant for violence didn't entirely miss her as her father had hoped). From time to time she also put on magic shows, either just to entertain the local kids or to make some pocket change. Everyone kept waiting for her to burn out from stretching herself so thin, but almost as if she was doing it just to contrary she thrived under it.

A few months prior to the voyage, she changed a bit. She had found a strange ring, and became nearly obsessed with it, trying to discover where it came from and what it really does. After finding no clues for some time, her initial extreme obsession has died down, though the ring still never leaves her hand.

Finally the day her parents were dreading came. For reasons known only to her, Serena decided to join the ship going to New Rubald, bringing her magical and mechanical expertise to the expedition. Like both of her sisters before her, Serena was leaving home. Her parents could only hope that this time, the daughter would manage to return...


Family:
Spoiler: ShowHide
Marlin Bell(Father, 57. Fairly famous blacksmith/inventor). Rhonda Bell(Mother, 55. Retired champion fist fighter). Emily Bell(Sister, 31. Fist fighter, left home a long time ago and never returned). Theresa Bell(Sister, 27. Fist fighter, left home to find Emily. Never returned). Jeremy Bell(Adopted brother, 12. Orphan taken in by Marlin once he realized Serena wasn't going to follow in his footsteps either. Being groomed to inherit the forge). Lawrence Truce(Master, 59. Serena's mentor in magic, old friend and frequent customer of her father's.)
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

Taishyr

#2
Name: Walce Smithson
Class: Monk 1/Druid 3
Race: Human
Gender: Male
Height: 5'10"
Weight: 170 lb
Age: 19
Hair/Eyes: Red, depends on humidity/Blue.
Alignment: Neutral Good
Deity: Demeter

HP: 30
AC: 16 (+4 Wis +2 Dex) 14 flatfooted 16 touch
Init: +6

STR: 18 (+4)
INT: 12 (+1)
WIS: 18 (+4)
CON: 15 (+2)
DEX: 14 (+2)
CHA: 11 (+0)

Fort: +7 (+5)
Will: +9 (+5)
Reflex: +5 (+3)
BAB: +3

Attack: +7 or Flurry of Blows +5/+5, 1d6+4 damage
Grapple check +11
Stunning Fist 1 use DC 16

Spells: Caster lv. 3 (so Lv. 0 = DC 14, Lv. 2 = DC 16)
0: 4
1: 3
2: 2

Languages: Common, Sylvan, Druidic

Feats: Improved Grapple (L1), Improved Initiative (L3); Monk Bonus: Improved Unarmed Strike, Stunning Fist; Human Bonus: Track

Skills:
Balance: (5) 3+[2] [Dex]
Climb: (6) 2+[4] [Str]
Concentrate: (6) 4+[2] [Con]
Diplomacy: (3) 3+[0] [Cha]
Handle Animal: (7) 7+[0] [Cha]
Jump: (6) 2+[4] [Str]
Listen: (8) 4+[4] [Wis]
K(Nature): (10) 7+[1] [Int] +2 Druid (+2 Survival synergy aboveground)
Move Silently: (5) 3+[2] [Dex]
Ride: (3) 1+[2] [Dex]
Sense Motive: (7) 3+[4] [Wis]
Spot: (8) 4+[4] [Wis]
Survival: (13) 7+[4] [Wis] +2 Druid +2 Synergy (KN)
Swim: (6) 2+[4] [Str]
Tumble: (6) 4+[2] [Dex]

Abilities:
Spoiler: ShowHide

Animal Companion (Ex): Bazil, Hawk. Stat sheet below. +4 circumstance on all Wild Empathy/Handle Animal checks with Bazil. Can share spells with Bazil.
Wild Empathy (Ex): Can improve attitude of animal. Make check (1d20+druid level+Cha mod) to try. Usually takes 1 min, the two must be able to study each other.
Woodland Stride (Ex): Move through undergrowth without speed impediment/damage. However, magically impedimentary zones still affect as normal.
Trackless Step (Ex): Cannot be tracked.
Flurry of Blows (Ex): Take -2 penalty to BAB for a round, make an additional attack in a full attack. Unarmed/monk weapons only; if using weapons, +str instead of +str*1.5 or *2.
Unarmed Strike (Ex): Considered armed no matter what; unarmed attacks do lethal or nonlethal; can do a full-attack even with arms full (elbows/knees/feet/head); monks apply full Str bonus to all hits; can do lethal/nonlethal when grappling; monk's natural weapons count as manufactured and natural for purposes of spells.
Improved Grapple: No AoO provoked when making touch attack to start grapple; +4 to all Grapple checks.
Improved Init: +4 to Initiative checks.
Stunning Fist: Declare use before making attack roll. Foe damaged by unarmed attack makes fortitude save (DC 10 + Wis mod + 1/2 charlev) or is stunned for 1 round. This can be used no more than once per round. Does not work on creatures immune to critical hits. No. of uses = Monk levels + (Other levels/4).
Track: Allows finding/following tracks; requires Survival check.

Grapple: I'll fill out full details later


Gear:
Spoiler: ShowHide

Worn:
Wyrmfang Amulet (natural weapons/unarmed strikes count as magic for overcoming DR) (1350 GP)
Explorer's Outfit (mainly just vest/breeches/sandals, rest carried in pack if needed)

Carried:
Adventurer's Kit (replace metal with rock where possible, otherwise remove item) (25 GP)
Everfull Mug (3/day, get mug of water/cheap booze) (200 GP)
Sending Stone (Druid superior has partner stone)* (unsure if this counts as expense on my part) (1400 GP)
Pearl of Power (L1 spell) (1000 GP)
Wand of Cure Light Wounds (50 uses) (750 GP)

450 GP


Animal Companion:
Bazil.
Spoiler: ShowHide

Tiny Animal
HD 3 Hawk; 3d8 (12 HP)
20 AC (+2 Size, +4 Dex, +4 Natural) touch 16 flat footed 16
BAB +2
Talons +8 Melee (1d4-2)
Low-Light Vision
Fort +3, Ref +7, Will +3
Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6
Listen +4, Spot +16
Alertness (+2 Listen/Spot, can reroll 1/day), Weapon Finesse (Dex to hit). Evasion (successful Ref check, no damage.)
Tricks: Seek (look for sth/sb), Come (return to druid)


Background
Spoiler: ShowHide

Background: Walce lived in the capital city Rubald, studying under his father and alongside his younger brothers the smithing trade. Walce was good at it, though perhaps not as good as his second brother; however, he was happy with it, and that was what counted, after all.

However, when he turned fifteen, and his brother was fourteen, it had to be decided which of the brothers would inherit the business. The father, unable to decide between duty to his firstborn and respect for his secondborn, was about to split the business, when Walce decided for the family; he vanished one night, leaving a note behind giving the business to his brother. While suspicion abounded regarding this turn of events, the second brother, Jakeb, swore under a paladin's gaze that he had done nothing to sway his brother, and would have been content to split the business.

Two and a half years later, when the family decided to make the crossing across the grand sea as the colony's official smiths, Walce quietly reappeared, seemingly more experienced and none the worse for wear for his disappearance - and none seemed more glad to see him than Jakeb, whose reputation had not yet fully recovered from the incident. Walce calmly confirmed the departure had been of his violition, and explained the disappearance:

The night of his disappearance, he had written the note, planning on leaving town with a few friends to seek fame and fortune elsewhere. However, on looking out his window, in the eastern forest a bright light was glowing, prompting him to head out and investigate. What he found, deep within the woods, was a team of druids, performing a ritual of communication with distant friends across the ocean. Intrigued, Walce requested to join the group, and was accepted amongst the group after some training and the abandonment of his metalcrafting skills. This training kept him within the woods for those long years, out of touch with family and the rest of civilization.

Two years later, he had been requested to go with a group of colonists across the sea in part, this was for the furtherment of his training, but also for the sake of the team of druids, whose attempts to re-establish contact with their comrades over there had failed. Out of concern, Walce was being dispatched there; in addition to having family also making the journey, he was yet young and could afford the sea voyage. While his father did not quite approve of Walce's new path in life, as Jakeb's skills yet remained unmatched and Walce seemed happy... well. If the family would be together in the new colony, at least in part, then how could he but accept this turn of events?

As the voyage across the sea took place, he practiced the martial craft of the druids while the forests were denied to him. Now, as the group finally landed at New Rubald and had established themselves, Walce looked out into the forest - if the druids of this land were still out there, he would have to find them somehow...


Family: Mother (Mura, 39, Lady of the House), Father (Walce Sr., 47, Low-level City Administrator Of No Real Import), Brothers (Jakeb, 18, Head Blacksmith; Baln, 15; Kit, 12), Sisters (Phe, 17, Trader; Laike, 12)


Appearance: Tall and somewhat dim-looking at a glance, Walce's broad build and generally unmemorable face have a constant easy grin on them even since emerging from the forest. Loose, baagy breeches looped on with old rope and a slightly used vest riddled with pockets are the main articles of clothing he wears; a leather barding on his left hand for Bazil, the hawk he brought with him, makes the only real accessory he bothers to wear. Unruly red hair and permanent stubble, combined with heavy amounts of body and arm hair, give him a somewhat apelike appearance, though he doesn't seem overly concerned about such matters.



Infodump
Spoiler: ShowHide

Lv. 1: Monk (4) + Houserule (2) + Human (1) + Intel (1) = 8 * 4 (Lv.1) = 32; Spot 4 points, Listen 4 points, Move Silently 3 points, Sense Motive 3 points, Swim 2 points, Diplomacy 2 points, Jump 2 points, Tumble 4 points, Concentrate 3 points, Balance 3 points, Climb 2 points
Lv. 2-3-4: Druid (4) + Houserule (2) + Human (1) + Intel (1) = 8 * 3 (Lv. 2/3/4) = 24. . Knowledge (Nature) 7 points, Survival 7 points, Handle Animal 7 points, Ride 1 point, Concentrate 1 point, Diplomacy 1 point.

[21:44] <Hatbot>  [5d6=5, 2, 3, 6, 6] -> 17
[21:44] <Hatbot>  [5d6=2, 1, 3, 6, 5] -> 14
[21:44] <Hatbot>  [5d6=3, 4, 4, 4, 3] -> 12
[21:44] <Hatbot>  [5d6=6, 6, 6, 1, 3] -> 18
[21:44] <Hatbot>  [5d6=3, 2, 6, 1, 1] -> 11
[21:44] <Hatbot>  [5d6=6, 2, 3, 1, 6] -> 15
[21:44] <Hatbot> Mykasi: 18, 17, 15, 14, 12, 11
Lv. 1: max HP (8)
Lv. 2-3-4: [19:06] * +Hatbot --> "xorn-myboybuildscoffins rolls 3d8 specifying Hatbot just in case there's more than one here and gets 14." [3d8=1, 8, 5]