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Started by Merc, June 02, 2012, 12:45:45 AM

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Merc

General
Name: Morana Sunfang
Class: Blooded One/Marshal 6 // Paladin 5/Outcast Champion 2
Race/Type: Blooded Desert Half-Orc/Humanoid
Alignment/Deity: Lawful Good/Red Knight
Age: 26

About
Spoiler: ShowHide

Dunno yet~


Stats
HP: 73/73
AC/Touch/Flat-Footed: 26/15/25
Speed: 20ft
Init: +1 (+6 with motivate dexterity)

Abilities: STR 19 (+4), DEX 12 (+1), CON 17 (+3), INT 9 (-1), WIS 10 (+0), CHA 20 (+5)
Saves: Fort+15, Ref+7, Will+11
(+4 fort vs heat, and +1 vs spells/SLAs)

BAB/Grapple: +7/+11
Attack: Scimitar+12 (d6+4, 18-20/x2, S)
Full Attack: Scimitar+12/+7 (d6+4, 18-20/x2, S)

Special Qualities
Racial:
Spoiler: ShowHide
Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
Low-Light Vision: A desert half-orc 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.
Run: racial bonus feat.

Blooded One Template: Natural Armor+2, War Cry, Str+2, Con+4, Int-2, Combat Reflexes.
War Cry (Ex): 1/day, gain +1 morale bonus to attack and damage for 2d4 rounds.

Blessing of the Lady (Su): This appears as a simple opaque white circle at any one point of your body (Morana's choice: the base of her neck). This mark allows you to sense the direction of the nearest dream shard and use the power of the dream shards. In addition, you are immune to magic based around dreams and sleep, such as sleep spells and nightmare.

Portal Sense (Su): As a full round action, you may concentrate and sense the nearest portal to you. You know the direction you must travel to it, though not the distance. This power is ineffective on the Astral Plane due to how it handles distance.

Marshal:
Spoiler: ShowHide
Skill Focus (Diplomacy): Bonus feat from level 1.
Adrenaline Boost (Ex): ACF, replaces Grant Move. 1/day, standard action. Grants temp HP equal to marshal level to allies.
Auras: Swift action to activate Minor+Major. Free to dismiss. Activate within 60ft of marshal. Not active if marshal is dazed, unconscious, stunned, paralyzed, or can't be understood by allies. All auras are circumstance bonuses.
-Default Auras: Motivate Dexterity/Resilient Troops

Minor Auras (+cha)
-Master of Tactics: Bonus on damage when flanking.
-Motivate Dexterity: Bonus to dexterity checks, dexterity-based skills, and initiative.
-Watchful Eye: Bonus to reflex saves.

Major Auras (+1)
-Motivate Care: Bonus to AC.
-Resilient Troops: Bonus on all saves.

Paladin:
Spoiler: ShowHide
Half-Orc Racial Substitution Levels: Hit Die are d12, replaces level 1,3,6.
Righteous Fury (Ex): RSL, replaces Smite Evil. 2/day, free action. Gain +3 morale to damage for 1+CHA rounds (6 rounds).
Aura of Awe (Su): RSL, replaces Aura of Courage. Immune to fear, and evil creatures within 10ft take -2 penalty to saves vs fear and checks vs intimidation.

Aura of Good (Ex): Shine with goodness.
Detect Evil (Sp): At will, as the spell.
Divine Grace (Su): Add Cha to all saves.
Divine Health (Ex): Immunity to all diseases, including supernatural/magical ones.
Holy Warrior: ACF, replaces spellcasting. Gain a bonus feat.

Lay on Hands (Su): Standard action, heal with touch up to 5xCHA (25HP).
Turn Undead (Su): Use 8/day (3+CHA). Turn as Cleric Lv2.

Stand Fast (Su): ACF, replaces Special Mount. Gain two abilities...
-1/day, immediate action. Add CHA to one saving throw type for all allies within 20ft. The selected type must be the same for all allies (So boost all fort saves, or all reflex saves, or all will saves).
-1/day, immediate action. Add CHA to resist a bull rush, disarm, grapple, sunder or trip attack.

Outcast Champion:
Spoiler: ShowHide
Aura of Confidence (Ex): Allies within 30 feet who can see you (including yourself) add class level (+2) as a morale bonus on their Will saves. This effect is lost if you fall unconscious or die.
Avenging Strike (Ex): 5/day (Cha/day) As part of a melee attack, add charisma to an attack roll and deal +d6/champion level against creature that's hit an ally within last hour.


Feats:


Skills:
Spoiler: ShowHide
Bluff 5 (Cha) +10
Climb 2(Str) +6
Diplomacy 7 (Cha) +12
Gather Information 7 (Cha) +12
Intimidate 10 (Cha) +20
Jump 2 (Str) +6
Knowledge, Planes 10 (Int) +9
Knowledge, Arcana 3 (Int) +2
Knowledge, Religion 3 (Int) +2
Knowledge, Nature 3 (Int) +2
Listen 10 (Wis) +10
Spot 10 (Wis) +10

Speak Language+8: Common, Orc, Abyssal, Auran, Celestial, Giant, Ignan, Infernal, Terran, Draconic
Weapon Groups: Basic, Bows, Heavy Blades, Exotic Weapons (Heavy Blades)
Armor Check Penalty: -8


Gear:
Spoiler: ShowHide
Masterwork Scimitar (315g)
+1 Fearsome Full-Plate (7,500g)
+1 Heavy Steel Shield (1,170g)
Cloak of Charisma+2 (4,000g)

Explorer's Outfit (10g)
Backpack (2g)
Shovel (2g)
Waterskin (1g)

Gold: 1372.65 gold


Chargen
Spoiler: ShowHide
Ability Scores: (base+race+item+level)
Str: 19=17+0+2+0+0
Dex: 12=11+0+0+0+1
Con: 17=11+2+4+0+0
Int: 09=13-2-2+0+0
Wis: 10=10+0+0+0+0
Cha: 18=18+0+0+0+0

HP: 12+d12+4d10+CON*6
Rolls: [d12=9][4d10=5, 10, 5, 9]

AC: 10+9(armor)+1(dex)+2(nat.armor)+4(shield)

Skills: (4+4-1+1)*(4+5)=72 skill points.

Gestalt Stats:
Blooded/Marshal 5 gives: BAB+3, Fort+4, Ref+1, Will+4
Paladin 5/Outcast 1 gives: BAB+6, Fort+6, Ref+1, Will+1
Combined: BAB+6, Fort+6, Ref+1, Will+4

Armor: Fearsome is +5k from Drow of the Underdark, page 97. Adds +5 to intimidate, and can demoralize as move action instead of standard. Also gives it armor spikes.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Yuthirin

#1
Character
Name: Hamish Ploughman
Class: Psion (telepath) 7//Fighter 5/Mindbender (Psionic variant) 2
Race: Synad (Psionic)
Medium Aberration
Diety: Fharlanghn
Alignment: Chaotic Neutral
Gender: Male
Age: 30
Height: 6' 6"
Weight: 180
Eyes: Purple
Hair: Bald
Skin: Tanned

Stats
HP: 70
Ability Scores:


   
   
   
   
   
   
Str:13 (+1)
Dex:18 (+4)
Con:18 (+4)
Int:20 (+5)
Wis:16 (+3)
Cha:13 (+1)
Initiative: 10
Saves: Fort 11 [+2 with Defensive Precognition]
          Ref  7 [+2 with Defensive Precognition]
          Will 11 [+2 with Defensive Precognition]
AC: 15 (10+4 Dex+1 dodge) [+7 with Inertial Armor, +2 with Defensive Precognition]
Touch: 15
Flatfooted: 10
BAB: 6
Grapple: 6
Speed: 30
Astral Speed: 200
Languages: Common, Synad, Elven, Dwarven, Gnomish, Orcish, Telepathy
Wealth: 697.65g

Attacks
Full Attack: Masterwork Light Crossbow +11, 1d8
Ranged Touch: +10

Psionics
Spoiler: ShowHide
Power Points Per Day
66

Powers Known
1: Psionic Charm, Inertial Armor, Entangling Ectoplasm, Vigor, Crystal Shard, Defensive Precognition, Astral Construct
2: Read Thoughts, Psionic Suggestion, Psionic Levitate
3: Time Hop, Telekinetic Force, Dispel Psionics, Energy Wall
4: Psionic Dominate


Psicrystal
Spoiler: ShowHide


   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Diminutive Construct
Hit Dice:6HD (25 hp)
Initiative:+2
Speed:30 ft. (6 squares), climb 20 ft.
Armor Class:19 (+4 size, +2 Dex, +3 natural armor), touch 16, flat-footed 17
Base Attack/Grapple:+0/-17
Space/Reach:1 ft./0 ft.
Special Qualities:Construct traits, hardness 8, psicrystal granted abilities
(improved evasion, personality (Nimble), self-propulsion, share powers,
sighted, telepathic link, deliver touch powers, telepathic speech)
Saves:Fort +7, Ref +4, Will +7
Abilities:Str 1, Dex 15, Con Ø, Int 9, Wis 10, Cha 10
Skills:Climb +14, Listen +6, Move Silently +6, Search +2, Spot +6
Feats:Alertness

Construct Traits
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.

Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.)

Skills
A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.


Feats
Spoiler: ShowHide
Character Feats
-Psicrystal Affinity
-Expanded Knowledge: Astral Construct
-Psionic Meditaton

Fighter Bonus Feats
-Improved Initiative
-Dodge
-Rapid Reload

Psion Bonus Feats
-Extend Power
-Craft Dorje


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Aberration: As aberrations, even though they can appear human, synads are not subject to spells or effects that affect only humanoids.
-Darkvision out to 60 feet.
-Naturally Psionic: Synads gain 3 bonus power points at 1st level, one each for the overmind, the collective, and the oracle. This does not grant synads the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
-Threefold Mind (Su): The threefold synthesis of mind, controlled by the overmind, grants synads an advantage when resisting mental attacks. They gain a +2 bonus on Will saving throws.
-Oracle (Su): The part of a synad's mind known as the oracle grants him a daily precognitive edge. This translates into a +2 insight bonus that the synad can apply at any time to an initiative check, attack roll, or saving throw. In the case of an attack roll or saving throw, the synad can elect to apply the bonus to the roll or save after he determines whether his unmodified roll misses. A synad can apply only one precognitive edge per day.
-Collective (Su): The part of a synad's mind known as the collective allows him to tap into a racial network of knowledge and information. A synad can spend 1 power point as a free action to gain a +2 bonus on any Knowledge or Psicraft check he makes.
-Multitask (Su): A synad's threefold mind can temporarily separate, allowing him to take more than a single mental action during his turn. Once per day, a synad can spend 1 power point to gain a swift action that he can use to take any purely mental action. Examples include manifesting a psionic power or making a Knowledge, Psicraft, or other check requiring only mental cogitation. However, a synad can use his extra mental action to manifest a power only if the normal actions allowed to him during the round do not also involve manifesting a power.

Class Abilities
Psion
-Psicrystal
-Telepathy Discipline

Mindbender
-Telepathy
-Push the Weak Mind 1/day
-Skill Boost

Special
-Blessing of the Lady (Su): This appears as a simple opaque white circle at any one point of your body (your choice). This mark allows you to sense the direction of the nearest dream shard and use the power of the dream shards. In addition, you are immune to magic based around dreams and sleep, such as sleep spells and nightmare.
-Portal Sense (Su): As a full round action, you may concentrate and sense the nearest portal to you. You know the direction you must travel to it, though not the distance. This power is ineffective on the Astral Plane due to how it handles distance.


Skills
Spoiler: ShowHide


   
   
   
   
   
   
   
   
   
   

   
   
   
   
   
Skill NameRanks+Abil+Misc/
Synrg
=Total
Bluff (Cha)
9
1
1
11
Climb (Str)
3
1
0
4
Concentration (Con)
10
4
0
14
Diplomacy (Cha)
10
1
2+2+1
16
Gather Information (Cha)
10
1
0
11
Handle Animal (Cha)
10
1
0
11
Intimidate (Cha)
4
1
2+1
8
Jump (Str)
0
1
0
1
Knowledge (psionics) (Int)
10
5
0
15
Profession: Carriage Driver (Wis)
9
3
0
12
Psicraft (Int)
10
5
2
17
Ride (Dex)
5
4
2
11
Sense Motive (Wis)
10
3
1
13
Swim (Str)
3
1
0
4


Weapons & Gear
Spoiler: ShowHide
Weapon: Masterwork Light Crossbow
Armor:
Shield: +1 Buckler
Head: Wide-brimmed Hat of Intellect +2
Neck:
Body: Traveler's Outfit
Back: Cloak of Resistance +2
Wrists:
Hands:
Left Ring:
Right Ring:
Feet:

Backpack
  -Dorje of Mind Thrust (50 charges)
  -Dorje of Entangling Ectoplasm (50 charges)
  -Dorje of Psionic Grease (50 charges)
  -Dorje of Demoralize (50 charges)
  -Dorje of Matter Agitation (50 charges)
  -50 crossbow bolts
  -2x Potion of Remove Fear

Other
  -Carriage
   -Sack
    -50 lb. of feed
   -Sack
    -Trail rations, 10 days worth.
    -Iron pot
    -Hammer
   -Hooded lantern
   -Chest
    -Good lock
   -Clay jug (lantern oil)
   -Clay jug (drinking water)
   -Winter blanket
   -10x Acid Flask
   -5x Alchemist Fire
   -5x Holy Water
   -Bedroll
   -Soap, 2 lb.
  -Light Horse (Red Friday)


Background
Spoiler: ShowHide
 Named after a local folk hero, Hamish grew up in a farming community. His father was a farmer, his mother was a farmer, and his three brothers were eventually farmers, as were their grandfathers before them. Hamish learned early on to dislike the sun and it's irritating habit of blinding you when you least expected it. Or making you sweat so much that it went into your eyes. Or making you so damn hot you couldn't think straight. Hamish much rather preferred to lie in the fields under a tree and chew wheat, watching the clouds from the shade.

Hoping to get out of the farming business, Hamish apprenticed to a carriage driver and inherited the cart from the man when he retired ten years later. Now Hamish runs a modestly-successful carriage route between two large towns and through all points in between.


Description & Personality
Spoiler: ShowHide
 Hamish is remarkably tall and well-built, topping six and a half feet. He has tanned skin and a shaven head. He has violet eyes, which spend a remarkable amount of time squinting out at the world. He wears a broad-brimmed dusty brown hat over his head at nearly every moment, complaining about the sun even if indoors or if it's cloudy outside. He wears brown-and-tan linens and travel clothes with a dusty gray cape at his shoulders. Black leather gloves and matching jackboots complete the ensemble.

Hamish is often cheerful and thoroughly lazy, lacking a care for most things but good food and drink, and a fine woman or three. He rarely does something himself that he could easier do with his 'magic.' Still, he can be quick when he wants to be, and is more aware of his surroundings than he seems.



HP Rolls
Spoiler: ShowHide
[19:43] * Hatbot --> "Muirfinn rolls 4d10 and gets 24." [4d10=6, 6, 2, 10]
[23:42] * +Hatbot --> "Muirfinn rolls 1d4 and gets 2." [1d4=2]
[15:53] * +Hatbot --> "Muirfinn rolls 1d4 and gets 2." [1d4=2]


Weights
Spoiler: ShowHide
Currently Carrying: 15.5

Light Load: 50lb. or less
Medium Load: 51-100 lb.
Heavy Load: 101-150 lb.
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Iron Dragoon

#2
Name: Daerev'nym Ingeir'palar
Class/Level: Sorcerer 7// Dragonfire Adept 5/ Dragon Disciple 2
Size/Race: Medium/Dragonborn of Bahmut (Human)
Alignment: Chaotic Good
God: Bahmut
Speed: 30 ft/30 ft fly
HP: 75
Spoiler: ShowHide

> roll 4d8
* Hatbot --> "Iddy rolls 4d8 and gets 21."12 [4d8=3, 5, 6, 7]
> roll 2d12
* Hatbot --> "Iddy rolls 2d12 and gets 10."12 [2d12=1, 9]

BAB: 3
AC: 18(10+4Natural+2Dex+2Deflect)/Touch: 14(10+2dex)/Flat-footed: 16(10+4Natural)
Init: +6(2Dex+4Imp. Init)
Special Attack: Breath Weapon- 3d6, At-Will, DC 19 (DC 10+2(1/2 DfA Level)+5(Con)); 15 ft Cone, 30 ft. Line

Saves:
Fort- 12 [7+5Con]
Ref-  4 [2+2Dex]
Will- 7 [5+2Will]
(+3 vs. paralysis and electricity)

STR- 14(+2)
Dex- 14(+2)
Con- 21(+5)
Int- 17(+3)
Wis- 15(+2)
Char- 20(+5)

Feats:
Spoiler: ShowHide

Bonus-
-[Dragonborn] Wings, Immune to Frightful Presence
-[Lvl 1]Draconic Skin
-[Lvl 3]Imp. Initative
-[Lvl 6]Heighten Spell
Sorcerer-
-[ACF]Dragon Heritage (Bronze): Gain Gather Info as Sorc. Class Skill

Other:
Blessing of the Lady (Su): This appears as a simple opaque white circle at any one point of your body (Right Palm). This mark allows you to sense the direction of the nearest dream shard and use the power of the dream shards. In addition, you are immune to magic based around dreams and sleep, such as sleep spells and nightmare.


Class Abilities
Spoiler: ShowHide

Sorcerer
-[ACF]Arcane Insight: +6 to Arcana Checks
-[ACF]Spell-Like Ability: Color Spray, 3/day
-[ACF]Bonus Spells: Bless, Fog Cloud, Resist Energy, Fly
Dragonfire Adept-
-Breath Weapon: 3d6, at-will
-Dragontouched: +1 HP, +1 to Listen, Search, Spot, Paralysis checks
-Least Invocation: Know 2 invocations
-Breath Effect: Slow, Acid
-Dragonkin: +4 Diplomacy checks vs. Dragon/subtype
-Scales: +2 to Natural Armor
Dragon Disciple-
-Natural Armor: +1 to Natural Armor
-Ability Boost: +2 Str
-Claws & Bite: Gain Bite (1d6) and 2xClaw (1d4) Natural Attacks


Skills: 102
Spoiler: ShowHide

Appraise: 10 (7ranks+3int)
Bluff: 15 (10ranks+5Cha)
Concentration: 15 (10ranks+5Con)
Diplomacy: 10 (5ranks+5Cha)
Gather Information: 15 (10ranks+5Cha)
Intimidate: 13 (8ranks+5Cha)
Knowledge, Arcana: 19 (10ranks+3int+6feats)
Listen: 11 (8ranks+2wis+1feats)
Search: 12 (8ranks+3int+1Feats)
Spellcraft: 13 (10ranks+3int)
Spot: 11 (8ranks+2wis+1feats)


Languages: Common, Elven, Celestial, Aquan, Draconic

Belongings (Weight): 835 gp (52lbs)
Spoiler: ShowHide
Weight Loads:
[spoiler]Light: 58. Medium: 59-116. Heavy: 117-175.

Cloak of Charisma: +2 Cha, 4000 gp
Ring of Protection: +2 Deflect AC, 8000 gp
Amulet of Health: +2 Con, 4000 gp
Wand of Grease: 50/50 Charges, 750 gp
Wand of Magic Missile (1st): 50/50 Charges, 750 gp
Explorer's OUtfit: 10 gp
Spell Component Pouch: 5 gp
-Platinum Disc: x25, 625 gp
[/spoiler]
Spoiler: ShowHide

ADVENTURER's KIT - 25gp; 54lbs
Backpack
Bedroll
Winter blanket
Chalk
Flask
Flint & Steel
Mirror
Rations x3
50ft Hemp Rope
Soap
Torch x3
Waterskin
Whetstone


Background/History:
Spoiler: ShowHide

Comming Soon!


Face:
Spoiler: ShowHide


Prologue
Spoiler: ShowHide

The dreams have come for the past three weeks. At first they were fragmented things, vanishing in the glowing light of the morning sun. At first, I brushed them off, forgotten in each day's travel.

Yet each night they come again, a little clearer... Images - of a woman, clad in the raiment of clouds and with hair like the morning fog. A valley fair and untouched by human hand, with a sky of purple that never ends. Shards of light, spreading apart like shattered glass...

As the days pass, I remember more and more of the dreams during the day. Compared to them, the world around me is pale and vague.. Until one night I fell asleep, only to see the woman of clouds offering a hand to me...

She says nothing, but the offer is obvious. I reached out, taking her hand and then...
This is not the greatest post in the world, no... this is just a tribute.

Sierra

#3
Iris Darabont
Female Human Wizard 7/Factotum 7
Lawful Neutral Medium Humanoid

Languages: Common, Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, Sylvan, Terran, Undercommon
Proficiencies: Basic weapons, bows, crossbows, light blades, light armor and shields

Init: +11
HP: 56
AC: 15 (3 DEX, 1 dodge, 1 deflection), touch AC 15, flatfooted AC 11
Fort +6  Ref +9  Will +9

Abilities: STR 11 (+0) DEX 16 (+3) CON 16 (+3) INT 16 [18] (+3/[+4]) WIS 16 (+3) CHA 8 (-1)

Speed: 30 ft, Astral fly speed 180 ft
BAB: +5
Attacks: +9 to hit and 1d8 damage with longbow (range increment 100 ft, x3 on crit)

Special Traits: Blessing of the Lady (Su): This appears as a simple opaque white circle on your stomach. This mark allows you to sense the direction of the nearest dream shard and use the power of the dream shards. In addition, you are immune to magic based around dreams and sleep, such as sleep spells and nightmare.

Portal Sense (Su): As a full round action, you may concentrate and sense the nearest portal to you. You know the direction you must travel to it, though not the distance. This power is ineffective on the Astral Plane due to how it handles distance.

Shard of Suffering Dreams

Cost: Your constitution is considered two points lower for the sake of determining hit points. This shard grants the dreams of those who suffer pain with no hope of remedy. You are pained under the burdens, yet you gain preternatural stamina to endure.
Benefit: You gain the benefits of the Endurance feat and a +4 bonus to fortitude saves. You gain damage reduction 3/-. This damage reduction does not stack with any other source of damage reduction.

Class Features (Wizard): Summon Familiar, Scribe Scroll

Class Features (Factotum): Inspiration (4 points), Cunning Insight (1 point: +INT to attack roll/damage roll/saving throw), Cunning Knowledge (1 point: +Factotum level to trained skill check), Trapfinding, Arcane Dilettante (1 point, 2 spells/day, max level 2nd), Brains Over Brawn (INT modifier as bonus to STR/DEX checks, STR/DEX-based skills), Cunning Defense (1 point: +INT bonus to AC vs 1 opponent for 1 round), Cunning Strike (1 point: +1d6 sneak attack damage to an attack), Opportunistic Piety (6/day, 1 point: heal damage equal to 2x Factotum level + INT bonus, or turn undead)

Feats: Dodge, Improved Initiative, Spell Penetration, Toughness

Class Skills (Wizard): Concentration, Craft, Decipher Script, Knowledge (any), Profession, Spellcraft

Class Skills (Factotum): All

Skills (140 skill points): Appraise +10 (6), Concentration +13 (10), Decipher Script +14 (10), Knowledge: Arcana +14 (10), Knowledge: Geography +13 (9), Knowledge: History +13 (9), Knowledge: Local +13 (9), Knowledge: Nature +13 (9), Knowledge: Planes +14 (10), Knowledge: Religion +14 (10), Listen +13 (10), Search +13 (9), Speak Language (9), Spellcraft +16 (10), Spot +13 (10)

Spells known: save DC 14 + spell level, specialty school Evocation, opposition schools Illusion and Necromancy

Cantrips (4+1/day): Acid Splash, Arcane Mark, Dancing Lights*, Daze, Detect Magic, Detect Poison, Flare*, Light*, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost*, Read Magic, Resistance

1st level (6+1/day): Burning Hands* (5d4 fire, 15 ft cone, ref halves), Endure Elements, Enlarge Person, Feather Fall, Mage Armor, Magic Missile* (4d4+4, range 170 ft), Portal Beacon, Shield

2nd level (5+1/day): Bull's Strength, Fox's Cunning, Scorching Ray* (2x rays, 4d6 fire, range 40 ft), See Invisibility

3rd level (4+1/day): Analyze Portal, Fireball* (7d6 fire, range 680 ft, 20-ft radius, ref halves), Haste, Slow

4th level (2+1/day): Attune Form, Orb of Fire (ranged touch attack, 7d6 fire, range 40 ft, fort save or dazed 1 round)

Possessions: Amulet of Tears (2,300 gp), Cloak of Resistance +1 (1,000 gp), Headband of Intellect +2 (4,000 gp), Ring of Protection +1 (2,000 gp), Ring of Sustenance (2,500 gp), Wand of Cure Light Wounds (750 gp, 50 charges), masterwork longbow (375 gp), arrow x40 (2gp) backpack (2 gp), bedroll (1 sp), explorer's outfit (10 gp), ink (8 gp), inkpen (1 sp), parchment x10 (2 gp), silk rope (10 gp), spell component pouch (5 gp), waterskin (1 gp)

1373 gp, 4 sp, 5 cp

Familiar
Spoiler: ShowHide
Barnabus the Iguana
Tiny Animal

Init: +2
HP: 28
AC: 18 (2 DEX, 2 size, 4 natural), touch AC 14, flatfooted AC 16
Fort +2  Ref +7  Will +6

Abilities: STR 3 (-4) DEX 15 (+2) CON 10 (+0) INT 9 (-1) WIS 12 (+1) CHA 2 (-4)

Speed: 20 ft, climb 20 ft
BAB: +5
Attacks: +9 to hit and 1d4-4 damage with bite

Special Qualities: Low-light vision, natural armor +4, Alertness (for master, when nearby), Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Animals of Its Kind

Feats: Stealthy, Weapon Finesse

Skills: Balance +10, Climb +12, Hide +12, Listen +11, Move Silently +4, Spot +11


Mechanical Stuff
Spoiler: ShowHide
Progression notes:

Wizard side: fort, will,

Factotum side: HP, ref, BAB, skill points

* Hatbot --> "Cidward rolls 5d6 if this really sucks I'll flip-flip CON and WIS for some extra survivability and gets 16."12 [5d6=2, 3, 2, 4, 5]
* Hatbot --> "Iris rolls 1d6 Factotum HP and gets 6."12 [1d6=6]


Background
Spoiler: ShowHide
It was at a relatively young age, probably around the time her parents' third adoptive home was overrun by armies in the service of one side or another of a complicated sectarian and inheritance struggle that ravaged her corner of the Prime for decades, that Iris decided the world as it stood was broken beyond repair. An inquisitive but not outgoing girl, Iris read extensively to understand the world she found herself in, and the more she learned, the more disenchanted she became with it. Even at the highest levels, it seemed, the universe was beset by conflict. If even the gods couldn't set the universe straight, Iris concluded, she had no one else to rely on. If she truly desired a more reasonable world, she would have to start over. She would have to make it herself.

Sometime during Iris's teens, her father's nervous disposition, aggravated by years of social stress, finally wrought terminal changes on his health. Her mother didn't long outlive her father as creditors and other opportunists descended upon the collapsing family business. Largely through aggressive badgering, Iris managed to apprentice herself to a local wizard named Xandas before being claimed by an orphanage or something even less seemly. Her older brother Alvis, already stealing to provide for what was left of the family, subsequently disappeared into a life of crime.

The next ten years were filled with intensive study, as every free moment not required for assisting her master was dedicated to pursuing her ultimate interest: constructing a reality of her own, apart and safely barricaded from the existing planes, with all their messy history and violence, where more sensible beings would reign. Where everyone would know their place. Where there would be order.

It was good to have goals, Iris thought. It kept one focused.

But even with foreknowledge of this being a remote goal, ten years with relatively little progress can't help but drive home the realization that not everything one needs to know can be found in a book. Or, at least, not every book one needs might be found in her hometown. The planes are vast and infinite--in order to truly understand how they function, well enough to replicate their construction (with superior design, of course), one would have to experience them personally. So, with an uncharacteristic lack of planning (but perhaps an overdue one given a decade of carefully regimented daily life), Iris packed her few possessions and set out to explore places only read about, paying her way with the arcane skills gleaned during her studies.


Appearance
Spoiler: ShowHide
Hair a dull copper red cut straight above her shoulders with no distinct flair or style, eyes the hue of jade and about as warm. Face broadly freckled and of routinely dour countenance. Short and slender, Iris is possessed of no strikingly feminine figure, moreso for regularly being swathed in copious robes. She is easily lost in a crowd, and as quickly forgotten. It's in a small voice when she speaks, albeit with a certain forceful conviction.

Zephyrus

#4
Name: Chloe Windrunner
Class: Human Female Fighter 7  / Sorcerer 6 // Stormcaster 1
Alignment: True Neutral
Languages: Common, Celestial, Abyssal

Size:    Medium
Height:    5' 1"
Weight:    140 lb
Skin:    Pale white
Eyes:    Frosty Blue
Hair:    Black

Strength: 14
Dexterity: 17
Constitution: 17
Intelligence: 14
Wisdom: 14
Charisma: 20
Total Hit Points: 73+3 = 76 [includes toughness]
Speed: 30 ft.
Armor Class: 21
Touch AC: 14
Flat-footed: 17

Initiative modifier: +7   
Fortitude save: +9
Reflex save: +8
Will save: +8

Attack (Two-Handed Ukonvasara, Magical Weapon): +11
Attack (unarmed): +9
Grapple check: +14
Attack (Ranged): +10

Class Skills:
See attachment



Special Skills:
Blessing of the Lady (Su): This appears as a simple opaque white circle at any one point of your body (your choice). This mark allows you to sense the direction of the nearest dream shard and use the power of the dream shards. In addition, you are immune to magic based around dreams and sleep, such as sleep spells and nightmare.

Fighter:
Bonus Feats (already included)
Armored Mage (Alternate Class Feature):  (CM, p 32): lose medium and heavy armor, can pick an arcane class and cast in light armor, but only spells level equal to your fighter level +1.

Sorcerer:
Spell Shield: (DS, PG 19) Give up familiar. As an immediate action, you can sacrifice a spell slot to prevent damage equal to five times the spell level.

Stormcaster:
Storm Spell Power (Ex): You are truly skilled in the use of spells that wield the power of the stormy seas. Any spell you cast that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.
Thunderclap (Su): You can channel stored spell energy into pure sonic energy. You can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. You are immune to your own thunderclap power. This otherwise functions like the cleric's spontaneous casting class feature (see page 32 of the Player's Handbook).

Feats:
Weapons Focus Feat (Ukonsavara): +1 to attack roll
Toughness: +3 HP
Daunting Presence: You may take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes.
Improved Init: +4 to init roll
Spell Rehearsal: Casting the same spell several times in a row or at the same target enables you to perfect it.
Storm Magic: All spells you cast while you are affected by a storm (either natural or magical) manifest at +1 caster level.
Spell Thematics: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level.

Spell List:
Level 0 (6/day)
Dancing Lights (Thematic Spell, +1 Caster Level)
Electric Jolt
Prestidigitation
Mage Hand
Detect Magic
Message
Ray of Frost

Level 1 (8/day)
Lesser Orb of Electricity
Grease
Magic Missile (Thematic Spell, +1 Caster Level)
Feather Fall

Level 2 (6/day)
Electric Vengeance (Thematic Spell, +1 Caster Level)
Gust of Wind

Level 3 (4/day)
Lightning Bolt (Thematic Spell, +1 Caster Level)

Equipment:
Ukonsavara, Hammer of the Storm (10 Lbs)
Wigar, Armor of the Storm (25 lbs)
Cloak of Charisma +2 (Cha)
Amulet of Health +2 (Con)
Vest of Resistance +1 (Saves)


VySaika

#5
Fiora Gauss
LG Human Female, age 24
Paladin 5/Holy Knight 2//Favored Soul 7
Patron: Sune. Also Lathander and Selune at times.

Image
Spoiler: ShowHide


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

Combat
Hit Points: 64
Initiative: +1
Speed: 30ft
Astral Speed: 140ft
Armor Class: 17/FF16/T11 (+6 armor, +1 dex)
Base Attack Bonus: +7 (Grapple+9)
Full Attack: Skyrose +11/+6 19-20/x2 (1d8+3 damage. Magical slashing.)
                 Shortbow +9/+4 20/x3 (60ft range incriments. 1d6 damage)
Fort/Ref/Will: +10/+9/+10
Cold Resistance 10
Immunities: Fear, Disease
Smite Evil 2/day (+3 to hit, +5 damage vs Evil target)

Skills
Spoiler: ShowHide
Concentration +12 (10r)
Craft: Writing +12 (10r)
Diplomacy +13 (10r)
Heal +12 (10r, +2 if using Mw healer's kit)
Know(Religion) +12 (10r)
Know(Planes) +8 (6r)
Know(Nobility/Royalty) +7 (5r)
Profession(Messenger) +7 (5r)
Ride +6 (5r)
Sense Motive +12 (10r)
Spellcraft +7 (5r)
Survival +4 (2r, cross class)


Feats/Class Abilities
Spoiler: ShowHide
1st-Weapon Focus(Heavy Blades)
Human-Augment Healing
3rd-Divine Vigor(spend 1 Turn attempt as a Standard action to gain +10ft move speed and 12 temp hp for 3 minutes)
6th-Divine Armor(spend 1 Turn attempt as a Swift action to gain DR 5/- for 1rd)
FvS3-Deity's Weapon Focus(Whip)

Smite Evil 2/day (+3 attack, +5 damage vs Evil)
Detect Evil(at will, as the spell)
Aura of Good
Divine Grace(add Cha to saves)
Lay on Hands(15hp/day)
Aura of Courage(Immune to Fear, allies in 10ft gain +4 vs Fear)
Divine Health(Immune to Diseases)
Divine Spirit(Summon Spirit as a Standard Action. Spirit of Healing can heal up to 30hp/day, an ally may use a standard action of thier own to draw that healing from the spirit. Spirit can be summoned 1/day, and remains for 5rds or until it's healing is gone.)

Holy Sword(Consumes 1 use of TU)
"Life is short...bury! Steady Sword!"
Stasis Sword: 2d6 ice damage to target and all enemies adjacent to target and Stuns for 1rd. Ref DC 16 halves damage and negates stun. 30ft range.

Turn Undead 6/day
Cold Resistance 10


Paladin Spells
Spoiler: ShowHide
1st(DC: 14)
Deafening Clang
Bless Weapon

Favored Soul Spells
Spoiler: ShowHide
0 Level DC 13. 6/day
Detect Magic
Create Water
Detect Poison
Light
Mending
Purify Food and Drink
Amanuensis(copies non-magical text)

1st level DC 14. 7/day
Cure Light Wounds (1d8+7 healed) ("A breeze of life blows through us...")
Updraft
Shield of Faith(+3 deflection bonus to AC)
Protection from Evil
Resurgance
Hide From Undead

2nd level DC 15. 7/day
Cure Moderate Wounds (2d8+11 healed) ("Life and Light, soothe this pain!")
Close Wounds (1d4+9 healed, immediate action) ("NO!")
Make Whole
Divine Protection (+1 morale bonus to AC/saves of all allies in a 20ft burst. Lasts 1 min/level. ) ("Warmth and fading light, inspire us to rise anew! Sunset Blessing!")

3rd level DC 16. 5/day
Cure Serious Wounds (3d8+13 healed) ("Let this light be a blessed rain upon you!")
Mass Resist Energy
Create Food and Water


Gear
"Skyrose" - +1 Longsword, sheds light in a 20ft radius.
+2 Chainshirt
Amulet of Retributive Healing (3/day heal self the same amount healed to another.)
Mw. Shortbow
Hip Quiver w/20 Arrows
Handy Haversack

Contents of Haversack
Spoiler: ShowHide
Spare Quiver w/20 Arrows
Mw. Cold Iron longsword from Ysgard
Giant's Club(has fey blood related properties, seems to react to Fiora)
Adventurer's Kit(See Iddy's post for contents)
Healer's Kit(10 uses remaining)
Personal Journal(Note on cover: "Please respect my privacy and do not read this without permission")
Blank Journal
Traveller's Outfit x3
Courtier's Outfit
Basic dining set(plates/cups/bowls/etc) for 8 people
Illasaum x6 (+5 on heal checks used to treat poison. Also can be eaten to heal 1d8+3 hp)
Scroll of Remove Disease
Gold: 1605
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