Placeholder for now, but getting my ducks in a row.
Try not to make me use this.
1. Aaliyah. Thyan's loyal hawk, she failed to resist Elysium's siren call and passed into everlasting paradise.
2. Red Friday. One of Hamish's horses. Got the wrong end of it in a battle with a tiger and a mindflayer.
3. Blue Monday. The other one of Hamish's horses. Bonded with Elysium and became a celestial horse, leaving the party.
4. Iris. Took a natural 20-20 acid ball to the head. Death was immediate and merciless.
Name: Aaliyah
Race: Hawk/Female
Size: Tiny Animal
HP: 22/22
AC: 21
Initiative: +4
Speed: 10 ft / 60 ft (fly, average)
ATK: Talon (+6)
Damage: 1d4-1
Saves:
Fort- 4
Ref- 8
Will- 3
Str- 8 (-1)
Dex- 18 (+4)
Con- 10 (+0)
Int- 2 (-4)
Wis- 14 (+2)
Cha- 6 (-2)
Feats:
Alertness
Weapon Finesse
Evasion
Flyby (3rd HD)
Skills:
Listen- 7 (3+2Wis+2Alertness)
Spot- 19 (7+2Wis+8Racial+2Alertness)
Special Qualities:
Low-Light Vision
Tricks:
Hunting
Come
Red Friday & Blue Monday
Standard SRD light horses.
Ones dead, the other sorta is as well.
Sent off for other adventure!
Name: Thyan Aldcar
Class/Level: Rogue 7/Ranger 5/ Horizon Walker 2
Size/Race: Medium/Human
Alignment: Chaotic Good
God: Fharlanghn/Celestian
Speed: 30 ft/140 ft (Astral)
HP: 36
> > roll 5d8
> * Hatbot --> "Iddy rolls 5d8 and gets 12."[5d8=2, 2, 1, 3, 4]
> roll 1d8 Thyan HP
* Hatbot --> "Thyan rolls 1d8 Thyan HP and gets 2."[1d8=2]
BAB: +7/2
AC: 18(10+4dex+4AC)/Touch: 14(10+4dex)/Flat-footed: 14(10+4AC)
Init: +4(Dex)
Atk: 12/7(+1MWBow); 10/10/5(+1MWBow); +1(Forest/Desert Creature);[Inside 30ft]: 13/8(+1PBS+1MWBow); 11/11/6(+1PBS+1MWBow)
Damage: 1d8+7(Str+Dex); +2(Favored); +1(Forest/Desert Creature);[Inside 30ft]: +3d6(SA); +1(PBS)
Saves:
Fort- 11 [7+2Con+2Magic]
Ref- 11 [5+4Dex+2Magic]
Will- 4 [2+2Magic]
STR- 17(+3)
Dex- 18(+4)
Con- 14(+2)[+2 Magic]
Int- 14(+2)
Wis- 11(+0)
Char- 10(+0)
Feats:
Bonus-
-[Human]Point Blank Shot
-[Lvl 1]Precise Shot
-[Lvl 3]Darkstalker
-[Lvl 6]Many Shot
Rogue-
-Trapfinding
-Sneak Attack IV (+4d6)
-Evasion
-Penetrating Strike: Whenever you sneak attack something normally immune to sneak attack damage, do half your normal dice of sneak attack damage.
-Uncanny Dodge
Ranger-
Weapons Group: Basic, Bows, Spears & Lances, Druid Weapons
-Favored Enemy: Elementals
-Track
-Wild Empathy
-Combat Style: Archery
-Rapid Shot
-Endurance
-Wild Cohort: Hawk (ACF)
-Favored Enemy: Outsider(Evil)[+4]
-Deadeye (Magic Replacement)
Horizon Walker-
-Terrain Mastery: Forest (+4 to Hide checks)
-Terrain Mastery: Desert (Immunity to Fatigue, Exhausted becomes Fatigue)
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.
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. (Not that you need it on the Astral anyway)
Skills: 150
Climb: 10 (7+3Str)
Disable Device: 12 (10+2INT)
Hide: 18 (10+4Dex+4Mastery)
Knowledge (Geography): 12 (10+2INT)
Knowledge (Nature): 12 (10+2Int)
Knowledge (The Planes): 12 (10+2Int)
Listen: 10 (10+0Wis)
Move Silently: 14 (10+4Dex)
Open Lock: 14 (10+4Dex)
Profession- Herbalist: 10 (10+0Wis)
Search: 12 (10+2Int)
Spot: 10 (10+0Wis)
Survival: 10 (10+0Wis)
Swim: 10 (7+3Str)
Use Magic Device: 10 (10+0Cha)
Use Rope: 10 (6+4Dex)
Ride: 4(2Dex+2Saddle)
Languages: Common, Elven, Celestial
Belongings (Weight): 637.39gp (82lbs)
Weight Loads:
[spoiler]Light: 86. Medium: 87-173. Heavy: 174-260.
Chain Shirt, MW - 250gp (+4AC/+4Dex, -1 Check); 25lbs
Composite Longbow, MW - 700gp (1d8, +1ATK, +3 DAM 110 ft.); 3lbs
Amulet of Health - 4000gp (+2Con)
Ring of Sustenance - 2500gp (Nourishment, 2 hrs sleep)
Cloak of Resistance - 4000gp (+2 to Saves)
Wand of CLW - 750gp (1d8+1, 50 Charges)
Potion of CLW (x6, 10gp Ea) - 300gp (1d8+1)
Wand of Detect Magic - 375 gp (49 Charges)
Serpent Dagger (MW)- 306 gp (1d4, +1 to hit)
[/spoiler]
ADVENTURER's KIT - 25gp; 54lbs
Backpack
Bedroll
Winter blanket
Chalk
Flask
Flint & Steel
Mirror
Iron pot
Rations x3
50ft Hemp Rope
Soap
Torch x3
Waterskin
Whetstone
Thieves' Tools
Healer's Kit x2
-Illasaum (3 Doses)
-Styx Tears Potion (x3)http://www.soulriders.net/forum/index.php/topic,102408.msg1039105.html#msg1039105 (http://www.soulriders.net/forum/index.php/topic,102408.msg1039105.html#msg1039105)
-Bruisewort Paste (x1) http://www.soulriders.net/forum/index.php/topic,102408.msg1039526.html#msg1039526 (http://www.soulriders.net/forum/index.php/topic,102408.msg1039526.html#msg1039526)
Golden Thistlerod Poison (x2)http://www.soulriders.net/forum/index.php/topic,102408.msg1039526.html#msg1039526 (http://www.soulriders.net/forum/index.php/topic,102408.msg1039526.html#msg1039526)
Background/History:
Thyan was raised by his father, his mother being quite the adventurer and thief. Though happy at home with his father, he could never stay in the house, always going into the near-by forest. As a way to curb this habit, his father taught him his skills as one of the local Lord's huntsmen, making him into a strong survivalist. He helped his father conduct hunts for the Lord numerous times.
Though he took well to these skills, they never quite satisfied him, and his real joy was found when his mother would return and play games of stealth with him. These games would take place everywhere from inside their own home, to the forests his father hunted, into the town the local Lord ruled over. Through these games, she taught him her trade. When he finally became of age, his mother took him with her on her travels and taught him to fully apply what she taught him. They found that, after traveling to some of the larger towns, Thyan was uncomfortable in cities and preferred the outdoors.
After a few years of wandering with his mother, he felt his own pull to the unknown and parted ways with his mother and his father after a last trip home. Though he sends letters home, his wanderlust is so strong that he never stays in one town long enough to receive word back.
To make some side money in his travels, he's used the skills his father taught him to guide groups of merchants and travelers through rough terrain to their destinations. While doing this, he always goes out of his way to learn about the hidden alcoves of nature's beauty and take those he's leading to them, enjoying the looks on their faces and their reactions to the travels.
Though typically a fairly reserved person, he none the less freely engages in friendly banter with those he travels with. Because he moves so often, he is unused to actual friendship, and so always keeps a certain distance from others.
Face:
(http://digital-art-gallery.com/oid/2/540x955_1261_Robin_Hood_2d_fantasy_robin_hood_archer_picture_image_digital_art.jpg)
Prologue
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...
Animal Companion:
Name: Helena
Race: Dire Eagle/Female
Size: Large Animal
HP: 57/57
> roll 8+5d8+18
* Hatbot --> "Iddy rolls 8+5d8+18 and gets 57." [5d8=6, 8, 7, 2, 8]
AC: 23 (10 Base, –1 size, +4 Dex, +6 natural, +4 Barding), touch 14, flat-footed 15
Initiative: +4
Speed: 10 ft / 60 ft (fly, average)
Reach: 10 ft
BAB; +4
Grapple: +13
ATK: Talon (+8) 1d8+5 / Bite (+3) 1d8+2
Damage: 1d4-1
Saves:
Fort- 8
Ref- 9
Will- 4
Str- 8 (-1)
Dex- 18 (+4)
Con- 10 (+0)
Int- 2 (-4)
Wis- 14 (+2)
Cha- 6 (-2)
Feats:
Alertness
Flyby
Evasion (Bonus): Successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage.
Power Dive (HD Feat): Make an overrun attack, but the opponent cannot choose to avoid you. If you knock down the target, you may make an additional slam attack (at the usual +4 attack bonus against prone opponents).
Fine ---------- 1d2.
Diminutive ---- 1d3.
Tiny ---------- 1d4.
Medium-size --- 1d6.
Skills: 10
Listen- 6 (2+2Wis+2Alertness)
Spot- 20 (8+2Wis+8Racial+2Alertness)
Special Qualities:
Low-Light Vision
Tricks:
Riding
Wandered off due to vapidness and boredom.
Name: Aleira Vedon
Class: Female Human Fighter 6 / Monk 6 / Fist of the Forest 1
Alignment: Lawful Good
Languages: Common
Size: Medium
Height: 5' 2"
Weight: 185 lb
Skin: Tan
Eyes: Green
Hair: Red Curly
Current Shard Equipped: Shard of Mighty Dreams
Cost: -2 int, -2 caster level. This shard grants power from the dreams of the strong. The dreams of the wise and thoughtful have no place here.
Benefit: +2 str. As a full round action you may make a mighty blow. This is a single attack at your full base attack bonus and deals double damage.
Greater benefit: The bonus to strength increases to +4. If you use power attack with the mighty blow, you deal 2 points of damage for every 1 point sacrificed (or 3 points for every one point if using a two handed weapon).
Greater benefit prerequisite: Base strength score 21, character level 11.
Strength: 18(+4) [+2 for Shard]
Dexterity: 17(+3)
Constitution: 14(+2)
Intelligence: 8(+0) [-2 for shard]
Wisdom: 15(+2)
Charisma: 12(+1)
Notes
Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Combat Stats
Total Hit Points: 41 [includes improved toughness]
Speed:60 Ft = 50 feet [monk] +10 [Fast Movement]
Armor Class: 22 = 10 +3 [dexterity] +2 [wisdom] +1 [monk level] +1 [Dodge] + 1 monk level [Monk's Belt] + 2 [AC Bonus] + 2 [Natural AC from Idol]
Touch AC: 18 = +1 [Dodge] + 1 monk level [Monk's Belt]
Flat-footed: 15
Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
Fortitude save: +11 = 5 [base] +2 [constitution] +2 [great fortitude] +2 [PrC]
Reflex save: +10 = 5 [base] +3 [dexterity] +2 [PrC]
Will save: +9 = 5 [base] +2 [wisdom] +2 [PrC]
Note: On all saves, be sure to add 'evasion'
Attack (handheld): +10/+5 = 6 [base] +1 [PrC] +3 [strength]
Attack (unarmed): +12/+7 = 6 [base] +1 [PrC] +4 [strength] +1 [Weapons Focus]
Flurry of Blows (Stunning Fist = +11) : +11/+11/+6 [includes strength modifier] +1 [PrC] + [Weapons Focus] DC: 18
Attack (missile): +10/+5 = 6 [base] +1 [PrC] +3 [dexterity]
Grapple check: +15/+10 = 6 [base] +1 [PrC] +4 [strength] +4 [improved grapple]
Unarmed Damage: 2d6+4 +4 [strength] +2 [Weapons Specialization]
Class Skills
Skill Name | Key Ability | Skill Modifier | Ability Modifier | Ranks | Misc. Modifier |
Balance* | Dex | 7 | +3 | +4 | 0 |
Climb* | Str | 9 | +3 | +6 | 0 |
Concentration | Con | 2 | +2 | 0 | 0 |
Craft (???) | Int | 0 | 0 | 0 | 0 |
Diplomacy | Cha | 1 | +1 | 0 | 0 |
Escape Artist* | Dex | 3 | +3 | 0 | 0 |
Handle Animal | Cha | 5 | +1 | +4 | 0 |
Hide* | Dex | 3 | +3 | 0 | 0 |
Intimidate | Cha | 1 | +1 | 0 | 0 |
Jump* | Str | 7 | +3 | +4 | 8 |
Listen | Wis | 9 | +2 | +7 | 0 |
Move Silently* | Dex | 9 | +3 | +6 | 0 |
Perform | Cha | 1 | +1 | 0 | 0 |
Profession (????) | Wis | 2 | +2 | 0 | 0 |
Ride | Dex | 3 | +3 | 0 | 0 |
Sense Motive | Wis | 2 | +2 | 0 | 0 |
Search | Int | 7 | +2 | +5 | 0 |
Spot | Wis | 6 | +2 | +4 | 0 |
Swim** | Str | 3 | +3 | 0 | 0 |
Tumble | Dex | 3 | +3 | 0 | 0 |
Cross-class skills
Skill Name | Key Ability | Skill Modifier | Ability Modifier | Ranks | Misc. Modifier |
Gather Information | Cha | 4 | +2 | +2 | 0 |
Knowledge: Nature | Int | 4 | 0 | +5 | 0 |
Knowledge: Planes | Int | 4 | 0 | +4 | 0 |
Survival | Int | 4 | 0 | +5 | 0 |
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)
Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind (level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Fist of the Forest:
AC Bonus (Ex)
Fast Movement
Feral Trance (Su)
Primal Living
Feats
Improved Trip [monk] (http://www.d20srd.org/srd/feats.htm#improvedTrip)
Combat Reflexes [monk] (http://www.d20srd.org/srd/feats.htm#combatReflexes)
Dodge (http://www.d20srd.org/srd/feats.htm#dodge)
Great Fortitude (http://www.dandwiki.com/wiki/SRD:Great_Fortitude)
Improved Initiative
Improved Unarmed Strike [monk] (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike)
Improved Grapple (http://www.d20srd.org/srd/feats.htm#improvedGrapple)
Stunning Fist [monk] (http://www.d20srd.org/srd/feats.htm#stunningFist) (6 + 1 (Monk's belt) = 7 times per day)
Power Attack (http://www.d20srd.org/srd/feats.htm#powerAttack)
Power Attack (http://www.d20srd.org/srd/feats.htm#powerAttack)
Weapon Focus x1 Weapon(s): Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#weaponFocus)
Weapon Specialization x1 Weapon(s): Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#weaponSpecialization)
Toughness (http://www.soulriders.net/forum/index.php/topic,102407.msg1037201.html#msg1037201)
Equipment
Monk's Belt (http://www.dandwiki.com/wiki/SRD:Monk%27s_Belt)
1 lb
_____
1 lb Weapons / Armor / Shield (from above)
Total: 1lb
Weight
Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.