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Started by Dracos, August 25, 2012, 08:13:29 PM

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Dracos

Name: Mint Evisa         Attributes:
Class: Cleric 1                 str: 8    -1
Favored Class: Cleric         dex 12 +1
Deity: Desna                  con 12 +1   
Alignment: Chaotic Good      int 12  +1
Race: Aasimar            wis 18 +4
Gender: female             cha 18 +4
Age: 64
Height: 5'11''
Weight: *glare*
Eyes: Green
Hair: Silver

xp: 875 / ???

HP:  10 = 8 + 1(con) + 1(class)
init: 2 = 1 + 1
AC:  15 = 10 + 1(dex) + 4 armor
CMB:  -1 = -1 (str) + 0 (BaB)
CMD: 10 = 10 + -1 (str) + 1(dex) + 0(BaB)
BAB: 0
Speed: 40
Languages: Common, Celestial

Light Crossbow: +1, 1d8, x2.

Saving Throws:
Fort: 3 = 2 + 1
Ref:  1 = 0 + 1
Will: 6 = 2 + 4

Skills (2 cleric, +1 int):
Diplomacy (Cha)      14 = 3 + 1 + 4 + 2 + 2 + 2
Sense Motive (wis)       9  = 3 + 1 + 4 + 1
Knowledge: Religion (int)   5  = 3 + 1 + 1
Intimidate (cha)              6  = 0 + 0 + 4 + 2
Bluff (cha)                         4  = 0 + 0 + 4
Perception (wis)              6  = 0 + 0 + 4 + 2

Feats:
Level 1: Persuasive: +2 diplomacy and intimidate.

Traits:
Best Friend (Ameiko): +2 trait to Diplomacy, +1 to attacks on enemies threatening Ameiko.
Survivor: +1 trait to sense motive and initiative, Sense motive is always a class skill

Equipment:
Cleric's Vestments
Chain shirt
Light Crossbow
30 Crossbow bolts
Holy Symbol, Silver
Backpack
- Merchant Scale
- 6 days Trail Rations
- Traveler's outfit
- Bedroll
76 gp

Readied Spells: Base DC: 14
Level 0: Detect Magic, Read Magic, Create Water
level 1: (2 + 1)  -  Forbid Action, Doom, True Strike

Class Features/Racial Traits:
Orisons: Level 0 spells aren't expended.
Good Domain:
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Travel Domain - Trade Subdomain: +10 move
Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Channel Energy (Good): 30 foot burst, 1d6 healing, DC 15, 7 times per day.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Character Notes:

Backstory:
Born in Nybor to her mother Chelsea, she didn't ever meet her father.  As a child, she remembered mostly the road.  Meeting new folks, listening to new doctrines, hearing people's troubles as her mother took her to Windsong Abbey, and then later to Magnimar.  Here she spent most of her young life, befriending merchants and learning at the temple and playing with other children.

She first met Ameiko when she was but a child, often helping her parents by baby sitting for her when she was younger.  They grew close over the years, and even though Ameiko is somewhat of a hellion, Mint still tries to look after her 'little sister'.

When a group of merchants decided to settle Sandpoint, she decided to come along, being a close friend of the Kaijutsu family, and especially its youngest daughter.  Settling in to help with the local church of Desna, Mint is a common sight in the marketplace, haggling for every fruit and helping ensure that the various parties at the church go well.

With rumors of priestess Koya and Ameiko planning to join on a caravan, Mint decided it was time for taking to the road herself, if at least to make sure her friends survived for a little while.  A pilgrimage was simple tribute to Desna that was only natural to take at this point.  She had so much of the world still to see after all.
Well, Goodbye.

alethiophile

#1
All right. Elf wizard here. I couldn't think of a name that wasn't stupid, so I went with one that was at least inventively stupid.

Name: Leliel Curufin
Class: Wizard
Race: Elf
Hair/eyes: Black/green


http://www.myth-weavers.com/sheetview.php?sheetid=438694

Empyrean

#2
Character sheet: http://www.myth-weavers.com/sheetview.php?sheetid=440496

Name:          Kariah Everlight
Class:         Druid
Favored Class: Druid
Deity:         Sarenrae
Alignment:     Neutral Good
Race:          Aasimar (Angelkin)
Gender:        Male
Age:           65
Height:        6'2
Weight:        230
Eyes:          Amber
Hair:          Black

Str: 19
Dex: 10
Con: 10
Int: 12
Wis: 16
Cha: 12

HP:   9 = 8 + 0(con) + 1(class)
Init: 0 = 0
AC:  16 = 10 + 0(dex) + 4(armor) + 2(shield)
CMB:  4 = 4(str) + 0(BAB)
CMD: 14 = 10 + 4(str) + 0(dex) + 0(BAB)
BAB:  0
Speed: 20 (medium armor)
Languages: Common, Druidic, Elven

Saving Throws:
Fort: 2 = 2 + 0(con)
Ref:  0 = 0 + 0(dex)
Will: 5 = 2 + 3(wis)

Skills (4 Druid, +1 int): (Ranks, Class Skill, Ability Modifiers, Misc)
Diplomacy (Cha)           2 = 1 + 0 + 1 + 0
Perception (wis)          7 = 1 + 3 + 3 + 0
Spellcraft (int)          5 = 1 + 3 + 1 + 0
Knowledge: Nature (int)   7 = 1 + 3 + 1 + 2
Knowledge: Religion (int) 2 = 1 + 0 + 1 + 0
Sense Motive (wis)        5 = 0 + 0 + 3 + 2
Linguistics (int)         3 = 0 + 0 + 1 + 2

Feats:
Natural Spell

Traits:
Childhood Crush (Shalelu)
Magical Knack (+2 caster level, up to HD)

Racial Features:
Darkvision: (60')
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Alternate Spell-Like Ability: Angelkin gain alter self as a spell-like ability. (1/day)

Class Features:
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Fire (Ash) Domain:
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell-like Abilities:
Alter Self (1/day, 1 minute/level)
Fire Bolt (6/day, 1d6 damage, 30' range touch attack)

Weapons:
Scimitar (+4 attack, 1d6+4 damage, 18-20/x2 crit)
Quarterstaff (+4 attack, 1d6+6 damage, 20x2 crit)
Sling    (+0 attack, 1d4+4 damage, 20x2 crit)

Spells:

Level 0 (3)
Detect Magic
Create Water
Guidance

Level 1: 3 = 1(level) + 1(wis) + 1(domain)
Burning Hands (domain)
Entangle
Entangle

Combat Gear/Items:
Gold: 8
Quarterstaff
Scimitar
Dagger
Sling w/ammo
Hide Armor
Shield, Heavy Wood
10 Flasks of Lamp Oil
Scroll of Cure Light Wounds

Noncombat Gear/Items:
Silver Holy Symbol of Sarenrae
Pathfinder Kit
50' silk rope
Grappling Hook

Backstory:
Kariah is the son of a traveling human cleric of Sarenrae and his wife, an Aasimar sorcerer of some talent. Much of his childhood was spent traveling between the towns and cities of Varisia, and he always felt more comfortable on the road than in the crowded spaces of cities and towns. He was fascinated by the many different animals that inhabited the region, and was taught by his father that all of creation is a gift from the gods to be appreciated and, if necessary, defended. Kariah seeks to get closer to the gods by getting closer to their creation, and views Sarenrae in particular as a role model for her defense of all creation against Rovagug. His father had adopted Sarenrae's title "The Everlight" as a pseudonym as a show of respect, and when the old cleric passed on Kariah adopted it as well. He carries his father's silver holy symbol of Sarenrae everywhere as both a momento of his father and a sign of his devotion to his deity.

While still traveling the wilderness between settlements frequently, Kariah has begun visiting Sandpoint more often of late. He's become quite enamored with the town's elven guardian, Shalelu, after meeting her a few times at the Rusty Dragon and hearing others' stories of how she has protected the town from goblin raids, but he seeks to prove himself in her eyes before trying to act on his feelings.

Oroboro

#3


Name: Haruko Kaijitsu         Attributes:
Class: Bard 1                 str: 18    +4
Favored Class: Bard         dex 12 +1
Deity: ---                  con 12 +1   
Alignment: Chaotic Neutral      int 13  +1
Race: Human            wis 8 -1
Gender: female             cha 16 +3
Age: 19
Height: 6'1''
Weight: 185
Eyes: Brown
Hair: Red

HP:  13 = 8 + 1(con) + 1(class), +3 Toughness
init: 1 = 1
AC:  17 = 10 + 1(dex) + 4 armor + 2 shield
CMB:  4 = +1 (str) + 0 (BaB)
CMD: 15 = 10 + 4 (str) + 1(dex) + 0(BaB)
BAB: 0
Speed: 30
Languages: Common, Dwarven


Saving Throws:
Fort: 1 = 0 + 1
Ref:  1 = 2 + 1
Will: 2 = 2 – 1 + 1

Skills (6 bard, +1 int, ):
Acrobatics (Dex)            1 = 3 + 1 + 1 – 4
Climb (Str)                      4 = 4 + 4 - 4
Intimidate (Cha)            7 = 3 + 1 + 3
Perception (wis)            3  = 3 + 1 -1
Perform (Sing) (Cha)     7 = 3 + 1 + 3
Perform (Wind) (Cha)     7 = 3 + 1 + 3
Spellcraft (Int)                5 = 1 + 1 + 3
Use Magic Device         7 = 3 + 1 + 3


Feats:
Level 1: Arcane Strike (Core 118): As a swift action, for 1 round your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction.
Human Racial Feat: Toughness (Core 135): You gain + 3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point.

Traits:
Younger Sibling (Ameiko): +1 trait bonus to will saves.
Dirty Fighting (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage. (This damage is added to your base damage, and is multiplied by a critical hit.) This damage is a trait bonus.

Equipment:
Traveler's Outfit
Chain shirt
Longspear
Battleaxe
Dagger
Spiked Gauntlet
Panflute (Common)
Backpack


Spells Known

0th level (Unlimited):
Detect Magic, Ghost Sound, Light, Mage Hand

1st level (2 spell/day):
Silent Image, Grease

Class Features/Racial Traits:

Bardic Performance (Su): You can start a bardic performance as a standard action and use this trait for 7 rounds.

Countersong (Su): You have learned to counter magic effects that depend on sound (But not spells that have verbal components).
Distraction (Su): You can use your performance to counter magic effects that depend on sight.
Inspire Courage (Su): You can use your performance to inspire courage in your allies (including yourself) providing a +1 morale bonus to saving throws, and a +1 competence bonus to attack and weapon damage rolls.
Fascinate (Su): You may use your performance to cause one or more creatures within 90 feet to become fascinated with you. (DC 13)

Character Notes:

Backstory:
As her younger sister, Haruko followed in Ameiko's footsteps. And then immediately proceed to kick the footprints around, and generally make a mess of things. Whereas Ameiko is somewhat of a hero, even with her troubled attempt at adventuring, Haruko spends all of her time drinking, gambling, and generally getting into trouble. It's a rather common occurrence for Haruko to end up running to her big sis and begging for help whenever she owes too much money, or pissed off the wrong person.
While things are peaceful now, those debts keep piling up, and having stepped on far too many toes, Haruko is looking for any chance to skip town.


-------

Added all relevant info to http://www.myth-weavers.com/sheetview.php?sheetid=439003 , as well as a few minor changes.
Knox's 9th: It is permitted for observers to let their own conclusions and interpretations be heard!

The truth is in red / Theories are blue / Magic is bullshit / But I still love you.

Brian

#4
I will be playing an itenerant barbarian poet.

Jamiir, Son of Hoffsler (say it: yah-MEER)

Backstory: A longtime family friend of Lady Mvashti, when the time came to repay a long-owed favor from the clan, Jamiir was chosen to fulfill the obligation.  Somewhat surly, and more comfortable around his own tribe, Jamiir nonetheless respects the clan and so followed the instructions.  Sure, there may be some slight edge of bitterness that the others of his clan think he should earn some accolades before writing his own eddas, but what do they know?  Beneath the hardened edge that he shares with his brethren, the soul of a poet yearns to be free....

And if the next page of that story involves fulfilling the family duty to protect Koya, then so be it.

Appearance: Jamiir is a fairly typical barbarian in appearance; tall, muscled, hair bound back to keep it out of his eyes while writing poems or slaughtering foes.  He'd probably look a little friendlier if he didn't always scowl, but these soft lands make it hard for him to do that.  He has tanned skin, black hair, and dark eyes.

Horrifying reference chart:

2H weapons:
                           To hit      To damage
Normal                 +5                  +6
Raging                 +7                  +9
P.Attack                +4                  +9
P.A. + Rage         +6                 +12

Hobbies:  Jamiir enjoys slaughtering his foes, long walks on the beach, hearing the lamentations of his enemies' women, and writing poetry.
I handle other fanfic authors Nanoha-style.  Grit those teeth!  C&C incoming!
Prepare to be befriended!

~exploding tag~

Dracos

*Psst...Good to just edit these, so we don't have a super long char-sheet thread and it can just be a reference*

*abuses ability to do forum magic*
Well, Goodbye.