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outrider
10-06-2009, 02:06 PM
hi folks:

Im asking that you put your characters in this thread so there is a copy for any reason that you are not there when something occurs. I will but putting one of the npcs on here so you get an idea of what to do.
--- Merged from Double Post ---
Ezekial (Zeke) stands about 5-10 and about 170 lbs. He has black hair(long down about half way down his shoulders and a beard that is trimmed very neatly. He is dressed in his religions colors of green and yellow. His pants are a dark green with a thin yellow stripe down the side. his religous symbol two dice are hanging from his neck.

STR 15, DEX 14, CON 16, INT 14, WIS 19. CHA 15 ALGN CG
AC 18. FF 16, TOUCH 12 CMB 2, CMD 14
HP 19 FORT 6, REFLEX 3, WILL 6

COMBAT QUARTER STAFF +2 DMG 1D6 CRIT X2

DOMAINS-LUCK, GOOD

SKILLS-heal 6, know history 4, know religion 4, spell craft 4

FEATS-combat casting, scribe scrolls, luck of heroes (fr)

EQUIPMENT- chain, quarterstaff, cold weather clothes, priests vestments. healers kit. trail rations 10 days, water skin
2 scrolls of cure lt. wounds.

Lyranis
10-06-2009, 03:33 PM
Yndaria stands at 6 foot 1 inches and looks to weigh about 115 lbs. She has an athletic build and moves with a grace that is quite dangerous. She wears leather armor and sturdy, yet flexible clothing all different shades of browns. Her eyes are a deep green and her hair is brow like her clothing.

Str: 11, Dex 20, Con 14, Int 15, Wis 14, Cha 13 Align CG, AC 17, FF 12, TOUCH 15 CMB 0, CMD 15
HP 18 FORT 2, REFLEX 7, WILL 2

COMBAT Belt Left Side: Rapier DMG 1d6 Crit 18-20x2
Belt Right Side: Dagger DMG 1d4 Crit 19-20x2 Range 10 ft
Belt Pouch: Sling DMG 1d4 Crit X2 Range 50 ft (10 bullets)
Right Calf: Blowgun DMG 1d2 Crit X2 Range 20 ft
Left Arm: In special pouch 10 Darts
Leather Armor: AC Bonus +2 Max Dex +6 Spell Fail 10%

SKILLS-Acrobatics +9, Disable Device +12, Escape Artist +9, KN Dungeoneering +6, KN Local +6, Perception +5, Sense Motive +6, Slight of Hand +9, Stealth +9, UMD +5

FEATS- Skill Focus: Disable Device, Agile Maneuvers, Sneak Attack 1d6, Trapfinding

EQUIPMENT- Backpack: Bedroll, Bell, Caltrops, Candles (10), Fishhok, Whetstone, Waterskin, Soap, Silk Rope, Pitons, Cold Weather Outfit, Winter blanket
Belt Pouch: Signal Whistle, Sewing Needle, Chalk (10), Flint and Steel

Utgardloki
10-18-2009, 07:19 PM
Noralith Andonna

Nora is the daughter of a barbarian shaman and an elvish druidess. Her long red hair is usually tied back in a ponytail that reaches below her waist. Her clothing usually leaves her legs and arms bare. She is energetic, enthusiastic, and constantly in motion.

Alignment: Chaotic neutral. Patron Deity: Silvanus
STR 11 (+0) CON 12 (+1) DEX 14 (+2) INT 14 (+2) WIS 15 (+2) CHA 18 (+4)
BAB +0 Melee attack +0 Ranged Attack +2 CMB +0 CMD +0
AC 13 Touch 13 Flat-Footed 10 HD 1 hp 13 Fort Save +1 Ref Save +2 Will Save +4

Age 25, Height 6 foot 1, Weight 155 pounds

COMBAT
Heavy Crossbow +2 to hit 1d10 damage 19-20/x2 crit 120 ft range increment.
Javelins (5) +0 to hit, 1d6 damage, 30 ft range increment
Longspear +0 to hit, 1d8 damage x3 crit
Daggers (2) +0 to hit, 1d4 damage 19-20/x2 crit. 10 ft range increment when thrown

SPELLS (spells per day: 4)
0-level: clean, daze, detect magic, light
1st-level: mage armor, grease

SKILLS: Acrobatics +3, Climb +3, Knowledge (The Planes) +6, Perception +4, Survival +6, Swim +1

FEATS: Dodge

EQUIPMENT: (normally carried) 2 daggers, longspear, 5 javelins, backpack, bedroll, 2 belt pouches, waterskin, flint and steel. Total weight: 32 lbs
(owned but not normally carried) heavy crossbow, 10 heavy bolts, heavy mace, two blankets, tent, 2 extra waterskins, 2 extra belt pouches, 150 feet hemp rope.

NEW SPELL
Clean 0-level Abjuration. Casting time 1 round. Components V. Range 5 feet. Target 1 object or an area up to 5 feet x 5 feet. Duration Instantaneous. Saving Throw None. Spell Resistance Yes.

This spell cleans one object of size up to 125 cubic feet, or cleans a five foot x five foot square of an object too large to be cleaned by a single casting of this spell. All dust, dirt, grime, stains, germs, and other foreign material is removed. At the caster's option, dyes may be removed or retained, or dye of one particular color removed while the other dyes are retained. Creatures of Fine size or smaller are removed from the object, being swept into a neighboring space. The spell has no effect on creatures of diminutive size or larger.

Pieh
10-18-2009, 11:13 PM
TO DO: +1 1st lev spell +1 4th/bonus and + feat

Tetalan is an elven scholar, he is still young by elven standard and has only just begun to learn the ways of magic. He plans on acquiring a spellbook and becoming a master of both arcane and divine magic. So far, the perfect book has eluded him; all that he finds being either too expensive or too cryptic. Having recently discovered his knack for divine magic and feeling a strong connection with Mystra, he hopes travel the lands and master as many spells as possible in the long life he has ahead of him so that he may write his own books on the art of magic in its many forms.

Tetalanirdenlauss “Tet” Magiericaulen
Cleric 7 (6HD) Fav Class: Cleric (23,076 XP)


HP 40 Current: 40

AC 18 (+5 DEX +2 Leather, +1 Magic)

T 15, FF 13

INIT +5

Spd 30ft


STR 12 +1
DEX 20 +5
CON 10 +0
INT 18 +4
WIS 18 +4
CHA 13 +1



BAB +4
CMB +5
CMD 20

Saves = (Base + Stat + Extra)


Fort = 5 + 0 + 2 = 7
Ref = 2 + 5 + 2 = 9
Will = 5 + 4 + 2 = 11

Attacks:
+1 Longsword +6 to hit: 1d8+2 (19-20/x2)
+1 Quarterstaff +6 to hit: 1d6+2 (20/x2) + 1d6 Force 3/day
Masterwork Longbow (50) +10 to hit: 1d8 (20/x3) R:100


Domain Powers -
Hand of the Acolyte 7/day – Used: 0
+BAB+WIS+Magic to hit: Damage as weapon, R:30

Blast Rune 7/day – Used: 0
Trap 1 adjacent square, anyone entering takes 1d6+3,
last for 1 round/ level (Total:7 or until discharged.
Warding Rune 1/day: Triggered rune acts as Sanctuary.


Channel Positive Energy 6/day – Used: 0
Heal Living or Harm Undead for 4d6 in 30ft Burst.

Skills:


Appraise (INT 4, Rank 1+3) 8
Diplomacy (CHA 1, Trait 1, Rank 6+3) 11
Heal (WIS 4, Rank 5+3) 12
Knowledge Arcana (INT 4, Rank 7+3) 14
Knowledge History (INT 4 Rank 7+3) 14
Knowledge Religion (INT 4, Rank 7+3 Skill Focus) 17
Perception (WIS 4, Elf 2 Rank 4) 10
Sense Motive (WIS 4 Rank 1+3) 8
Spellcraft (INT 4, Rank 7+3) 14

Languages:
Common, Elven, Sylvan, Draconic, Goblin, Orc.

Feats:
-Extra Channeling
-Scribe Scroll (Bonus)
-Skill Focus: Kno Religion
-Craft Wondrous Items
-

Spells:


0th = DC 15
-Detect Magic
-Stabilize
-Create Water
-Guidance



1st = DC 16
- Bless
- Shield of Faith
- Sanctuary
-(B) Obscuring Mist
-(D) Identify



2nd = DC 17
- Spirit Weapon
- Spirit Weapon
- Hold Person
-(B) Augury
-(D) Secret Page



3rd = DC 18
- Magic Vestment
- Prayer
-(B)Searing Light
-(D) Dispel Magic

Equipment:
+ 1 Quarterstaff (+1d6 Force Damage 3/day) Used: 0
+ 1 Leather Armor of Mystra (Wearing) + 1 Save DC on Spells
Masterwork Studded Leather Armor
Masterwork Longbow
Scroll of Cure Light Wounds x4 (CL:3)
+ 1 Longsword
50 Arrows
Backpack
100ft hempen rope
Wooden Holy Symbol
6 Days Trail Rations
Ioun Stone: +2 DEX
Headband of Inspired Wisdom +2
Cloak of Resistance +2
Elixer of Truth
Gauntlets of Frost & Flame
Necklace of Fireballs I: (1 – 5d6, 2 – 3d6)
224 GP 247 SP


Traits: Ease of Faith (+1 Diplo) & Magical Talent (0 level spell 1/day “Touch of Fatigue”)


Gauntlets of Frost and Flame
The gauntlet 3x a day for three rounds each time, the wearer can cause a weapon to either flame or be of ice. When in either form, it does an additional d6 of damage. the wearer of the gauntlets must choose which ability it will be using when activated. The ability to be used must be announced before the to hit roll.

Fly by Knight
10-21-2009, 06:16 PM
Name: Asgar the Red
Height: 5 foot
Weight: 170 lbs
Hair: Red
Eyes: Blue
Age: 19


Lo, There do I see my Father
Lo, There do I see my Mother
My Sisters and Brothers
Lo, There do I see my People
Back to the beginning
Lo, there they do call to me
And beg me to take my place
In the halls of Valhalla
Where the Brave shall live forever


Asgar was born in the city of Glascow in the country of Haverstan. He never knew his father, as he was killed in battle while he was still a baby. His mother raised him on the stories of warriors of old, and his ancestor, Hosvir, who helped overthrow the Witchkings and had many stories of his valor and prestige in battle.
Once he reached the age of 15, Asgar was accepted into the Temple of Truth, to learn of his God Tyr. He took well to the axe and shield, the knife and sword, all weapons of his ancestors. At 18, Asgar took the oath of Paladin under the High Priest Rothgurn, swearing to uphold the teachings of the Temple of Truth and the great God Tyr. The order knew of the great evils besetting the lands to the East and sent Asgar out to assist the people who seek justice and who seek the riddance of this evil.
His order requires that he give 20% of all spoils to the church and the majority of the rest is to be used to further the glory of the Truth, and help those who seek it. He will seek to tell the truth always, and help those who are in need. Most of all, he seeks valor for his Order and the eradication of the evil that has beset the lands, just as his ancestor had done with the Witchkings.
Asgar’s personality is somewhat gruff, but he is a softy at heart for those who are loyal to him, or those who need help. He will defend the weak, and seek justice any time he can. He comes to the city seeking to help where he can, take glory where it is presented, and balance the land as is directed.
Allignment: LG
STR: 18 (+4)
Dex: 15 (+2)
Con: 18 (+4)
INT: 13 (+1)
WIS: 14 (+2)
CHR: 16 (+3)
Lvl: 6
HP: 76
AC: 24
CMB: +9 (10 with gauntlets)
CMD: 17
Base Att Bonus: +6/+1
+12 TH with Master Craft Axe (Str +4, Base +5, Gauntlets +2)
+6 TD (Str +4, Gauntlets +2)
+6 Initiative (w/feat)
With Power Attack: +10 TH, +8 TD (Two handed +9 TH and + 12 TD)
Skills: Acrobatics 3, Climb 5, Intimidate 6, Heal 4, Knowledge History 2, knowledge (Religion) 4, Knowledge Nobility 2, ride 6, sense motive 4, spell craft 4, Perception 4, Oratory 4, Swim 3, Survival 3.
Feat: Armor and shield Prof, Dodge, Improved Initiative +4, Power Attack, Cleave
Fort: +9
Ref: +4
Will: +8
Weapons:
Master work Half Plate, shield, helmet +5 to perception and also dark vision.
2 CLWound potions
2 CModWound Potion 2d8+10

Magic Battle Axe:
7th level the axe becomes a +2 it is currently +1
8th level. You gain a +1 misc armor enhancement.
9th level, you gain saints grace which is a +1 misc to all saves.
at 10th level nothing new occurs but you must make a pilgrimage before you can unlock further abilities for levels 11-14.




Back pack, bedroll, flint and steel, mug, 7 days of rations, water skin, 4 torch, rope 50’, holy symbol wood, healers kit, travelers outfit, boots, belt, belt buckle, pouch/belt, (rebuy) flask of whiskey, cold weather clothing and cloak, Gauntlets of Ogre Power +2 th/+2 TD.

Abilities
Aura of Good
Detect Evil 60’
Smite Evil 2/day
Divine Grace
Lay on hands: 3d6 6x/day
Aura of Courage - Immune to fear for me and any ally within 10ft + +4 to morale.
Divine Health
Mercy (3rd lvl - shaken, diseased)
Channel Positive Energy 3/day (2d6)
Spell Casting: Functions as lvl 1 caster (Paladin Spells)



Gold 3365
Silver 7
Copper 4

Languages: Haverstein, Lucien

Exp: 18976



Spells Pg 231

Divine Favor
Endure Elements

liverole
10-22-2009, 03:51 PM
Riter is a young white male measuring 5' 9'' and about 180 pounds.
With his large muscles and short hair he looks exactly what you would expect in a soldier.
From years of hard outdoor training his skin has gained a noticeable tan.

Alignment: LN

Languages: Common, Elven, Gnoll

Attributes:
STR 21
DEX 16
CON 18
INT 14
WIS 14
CHA 10

Combat numbers:
HP 64
AC 25
Flat-Footed 22
Touch 13
CMB 9
CMD 22

Saves:
Fortitude 10
Reflex 5
Will 4

Masterwork Halberd:
Attack +9
Crit x3
Damage 1d10+7

Cold Iron Warhammer:
Attack +7
Crit x3
Damage 1d8+5

Alchemical Silver Short Sword:
Attack +7
Crit 19-20/x2
Damage 1d6+4

Masterwork Composite Longbow (Str 5):
Attack +8
Crit x3
Damage 1d8+5

Skills:
Climb 6 (Str 5, ranks 1+3, check pen -3)
Craft (Arms and Armor) 6 (Int 2, ranks 1+3)
Handle Animal 4 (ranks 1+3)
Intimidate 5 (ranks 2+3)
Knowledge (Dungeoneering) 6 (Int 2, ranks 1+3)
Knowledge (Engineering) 6 (Int 2, ranks 1+3)
Perception 10 (Wis 2, ranks 4+3, trait 1)
Profession (Soldier) 6 (Wis 2, ranks 1+3)
Ride 4 (Dex 3, ranks 1+3, check pen -3)
Survival 7 (Wis 2, ranks 2+3)
Swim 7 (Str 5, ranks 2+3, check pen -3)

Feats:
Weapon Focus (Halberd)
Endurance
Diehard
Combat Expertise
Improved Trip
Weapon Specialization (Halberd)

Special Abilities
Stand Firm
Phalanx Fighting

Traits:
Resilient
Eyes and ears of the city

Gear:
+1 Breastplate
+1 Mithral Tower Shield
+1 Cloak of Resistance
Bedroll
Fishhook
Crowbar
Flint and Steel
Grappling Hook
Common Lamp
Silk Rope, 50 ft.
Waterskin

Pieh
11-02-2009, 06:42 PM
Gem is a curiosity, even among halflings, he shares the jovial nature of his kin but has an unhealthy obsession with everything that sizzles. From acid on flesh (one of his favorites) to water in a hot pan, he loves that noise. He will claim, if asked, to almost be able to hear ancient secrets whispered among the hisses and pops. He wears a black mask over the right side of his face at all times, has long, untamed, brown hair and brilliant emerald green eyes.

Gem Greenbottle
Halfling Sorcerer Level 4 [8103XP]

HP 30 (Current: 30)
AC 14 (+4 DEX, +1 Size), FF 11, T 13

CMB 1
CMD 14
BAB +2

STR 10; +0
DEX 17; +3
CON 12; +1
INT 12; +1
WIS 12; +1
CHA 20; +5

F 3
R 5
W 6
+2 VS Poison

Skills:
Acrobatics (3 DEX, 2 Race) +5
Bluff (5 CHA, 4 Rank +3) +12
Climb (2 Race) +2
Diplomacy (5 CHA, 2 Feat) +7
Knowledge (Arcana)(1 INT, 1 Rank +3) +5
Knowledge (Planes)(1 INT, 3 Rank +3) +7
Perception (1 WIS, 2 Race) +3
Sense Motive (1 WIS, 2 Feat) +3
Spellcraft (1 INT, 3 Rank +3 +2 Feat) +9
Stealth (3 DEX, 4 Size) +7
Use Magic Device (5 CHA, 2 Rank +3 +2 Feat) +12

Attacks:
Heavy Mace +3 to hit; 1d6 (20/x2)
Sling +7 to hit; 1d3 (20/x2)
Claws +3 to hit; 1d3 (20/x2)
8 Rounds /Day

Feats:
Eschew Materials (Sorc)
Arcane Strike
Smooth Talk (Halfling)
Magical Aptitude

Spells:
Level Zero (At will) DC 15
0-Detect Magic
0-Mage Hand
0-Acid Splash
0-Message
0-Ghost Sound
0-Flare

Level One ( 8/day) DC 16 Used: 1
1-Magic Missile
1-Mage Armor
1-(Bloodline) Cause Fear (Will Save)

Level Two (4/day) DC 17 Used: 2
2-Scorching Ray

Special:
Electricity Resistance 5

Languages:
Common, Halfling, Abyssal

Gear:
Backpack,
Padded Flask Bag
6 Flasks of Acid
9 Days Rations
2 CLW Potions = 1d8+5 (CL5)
1 Enlarge Potion = 9 Minutes (CL9)
2 Scroll of Magic Missile = 5 Missiles for 1d4+1 each (CL 9)
Headband of Alluring Charisma
2212 Gold

liverole
11-03-2009, 10:28 AM
Mareak is a stealthy youngster, not the most enduring guy but both strong and agile with a solid head on his shoulders.
Mareak often plays on his lute and hides in plain sight rather than being a back alley mugger.

Alignment: LE

Languages: Common, Draconic, Orc, Goblin, Giant, Undercommon

Attributes:
STR 14
DEX 20
CON 11
INT 16
WIS 15
CHA 13

Combat numbers:
HP 14
AC 19
Flat-Footed 13
Touch 16
CMB 3
CMD 18

Saves:
Fortitude 0
Reflex 8
Will 2

Short Sword:
Attack +3
Crit 19-20/x2
Damage 1d6+2

Composite Shortbow (Str 2):
Attack +6
Crit x3
Damage 1d6+2

Skills:
Acrobatics 10
Appraise 8
Bluff 5
Climb 6
Diplomacy 5
Disable Device 12
Disguise 5
Escape Artist 10
Intimidate 5
Knowledge (Dungeoneering) 7
Knowledge (Local) 7
Linguistics 8
Perception 7
Perform (String Instrument) 5
Sense Motive 6
Sleight Of Hand 10
Stealth 10
Swim 7
Use Magic Device 5

Feats:
Dodge
Improved Initiative

Special Abilities:
Sneak Attack +1d6
Trapfinding
Talent: Trap Spotter

Equipment:
Short Sword
Composite Shortbow (Str 2)
Masterwork Studded Leather Armor
Arrows 20
Bedroll
Flint and Steel
Waterskin
Silk Rope, 50 ft.
Grappling Hook
Trail Rations, 2 days
Lute
Masterwork Thieves Tools

liverole
11-15-2009, 02:00 AM
Kazamm is a medium sized stoic warrior. While his size isn't as great as that of some warriors, understanding of balance and swiftness often makes up for any shortcomings.

Alignment: LN

Languages: Common

Attributes:
STR 20
DEX 15
CON 13
INT 10
WIS 16
CHA 8

Combat numbers:
HP 19
AC 16
Flat-Footed 13
Touch 16
CMB 6
CMD 21

Saves:
Fortitude 4
Reflex 5
Will 6

Unarmed:
Attacl +6 (+5/+5)
Crit x2
Damage 1d6+5

Shruiken:
Attack +3 (+2/+2)
Crit x2
Damage 1d2+5

Skills:
Acrobatics 7
Climb 10
Perception 8
Sense Motive 8
Swim 10

Feats:
Improved Unarmed Strike
Deflect Arrows
Improved Initiative
Dodge
Improved Grapple

Abilities:
Flurry of blows
Stunning Fist 2/day
Unarmed Damage

Equipment:
Shruikens
Bedroll
Trail rations, 4 days

ZestyT
11-30-2009, 01:25 AM
Gorron Blacktooth
level 1 Human Barbarian
male, 6'1 205 lbs, black hair, blue eyes
Alignment- CG

speed 40feet, with Armour 30feet

HP-15
AC-18 (scale mail +5, dex+3, +10base)
str-20 (+5)
dex-16 (+3)
con-16 (+3)
int-12 (+1)
wis- 14 (+2)
cha-10 (+0)

Fort- 5
reflex- 3
will- 2

bab- +1
CMB- +5
CMD +19

skills-
(raised by orc tribe) knowledge (nature)- +6 (+1 int, 2 ranks, +3class skill)
(raised in the wild) Survival- +7(+2 wis, 2ranks, +3class skill)
perception +6 (+2wis, 1 rank, +3class skill)

Weapons-
Greataxe- +6 to hit, 1d12+5 damage, crit x3
Shortbow- +4 to hit, 1d6, crit x3, range 60 feet quiver with 100 arrows
dagger- +6 to hit, 1d4+5, 19-20/x2

Armour-
Scale Mail- Med, +5 AC, -4 CP, +3 Max Dex

Gear-
backpack, rations/water, weapons (g-axe, s-bow, dagger), armour (scale mail), boots/pants/gloves, torches

Feats- Cleave, Power Attack
Abilities- Fast movement, Rage

Spike
11-30-2009, 02:42 AM
Brendon Arnsson
Human Cavalier 1, Lawful Good
Str 20 Dex 17 Con 14 Int 16 Wis 12 Cha 13
HP 16 AC 19(21 w/ shield), touch 13, Flat-footed 16(18 w/ shield) DR 0 Init +5

Fort +4 Reflex +3 Will +1

BAB +1 CMB +6 CMD 19

Attack: Ranseur +6 2d4+7(x3); Reach

Attack: Warhammer +6 1d8+5(x3)

Attack Lance +6 1d8+5(x3); Reach, Double damage on mounted charge

Attack Bola +0 10ft. 1d4+5(x2); Nonlethal, Trip

Attack Net +0 10ft.
Skills: Craft:Armor +7 Craft:Weapons +7 Diplomacy +5 Handle Animal +5 Knowledge:History +8 Knowledge:Nobility +7 Linguistics +4 Perception +2 Ride +7

Languages Common, Dwarven, Orc, Abyssal, Draconic
Traits Armor Expert, Scholar of the Great Beyond (History)

Feats Power Attack, Cleave

Class Abilities Challenge (+1 morale to hit +1d6 dmg), Mount (Horse), Oath, Order (Order of the Sword)

Items: Masterwork Breastplate, Heavy Steel Shield, Ranseur, Warhammer, Lance, Bola (x2), Net

Description A young man of powerful build and stature, clad in a fine breastplate and with a crimson cape hanging from it, a gleaming spiked shield strapped to one arm. He has intense, strong features, close cropped blond hair with a finely braided mustache and beard

Utgardloki
12-08-2009, 11:32 PM
Here are the stats for Norlith Andonna, updated to second level:

1st level Sorcerer/1st level Bard
STR 11 (+0) CON 12 (+1) DEX (+2) INT 14 (+2) WIS 15 (+2) CHA 18 (+4)
BAB +0 Melee +0 Ranged +2 CMD +0 CMD +10
HD 2 HP 18 AC 14 Touch 14 Flat-Footed 11 With mage armor spell: 18/14/15
Fort Save +1 Ref Save +2

Weapons:
Dagger +0 to hit, 1d4 19-20/x2 damage, 10 ft range inc. (when thrown), 1 lb
Longspear (reach) +0 to hit, 1d8 x3 damage, 9 lb
+1 spear +1 to hit, 1d8+1 x3 damage, 20 ft range inc. (when thrown), 5 lb
Javelin +0 to hit, 1d6 x2 damage, 30 ft range inc. (when thrown), 2 lb
Heavy Crossbow +2 to hit, 1d10 19-20/x2 damage, 120 ft range inc. 8 lb
Rapier +0 to hit, 1d6 18-20/x2 damage, 2 lbs

Age 25, Height 73 inches, Weight 155 pounds,
Languages Known: Common, Elven, Sylvan, Terran, and Undercommon

Important Equipment:
Amulet of Deflection (+1 deflection bonus to Armor Class)
+1 spear
heavy crossbow, 10 bolts
longspear
two daggers
three javelins
rapier

Other Equipment:
Backpack, Flint and steel, 4 belt pouches, 10 empty sacks, 3 waterskins, notebook

Feats: Dodge (+1 dodge bonus to Armor Class)

Racial Abilities:
Low-Light vision, Skill Focus (Survival), Immune to magical sleep effects, +2 racial bonus to saves vs enchantment spells and effects, +2 racial bonus to Perception checks

Class Abilities - Sorcerer:
Spells, 4 sorcerer cantrips: clean, daze, detect magic, light
2 1st level sorcerer spells: grease, mage armor.
Able to cast 4 1st-level spells a day.
Able to cast spells without material components unless they cost more than 1 gold piece.
Elemental Bloodline (Earth/Acid). She can unleash an elemental ray as a standard action, targetting a foe within 30 feet as a ranged touch attack for 1d6 damage, seven times a day.

Class Abilities - Bard:
Spells, 4 bard cantrips: color, mage hand, mending, read magic
2 1st level bard spells: expeditious retreat, feather fall.
Able to cast 2 1st-level spells a day.
Bardic Knowledge: +1 to all knowledge checks, and able to make all knowledge checks without training.
Bardic Performance: 8 rounds per day. Able to countersong, distract, fascinate, or inspire courage,

Skills: Acrobatics +4, Climb +6, Diplomacy +8, Knowledge (Nature) +7, Knowledge (The Planes) +7, Knowledge (other fields) +6, Linguistics +6, Perception +9, Perform +8, Survival +7, Swim +1 other skills are untrained.

New cantrips:

Clean 0-level Abjuration. Casting Time 1 round. Components V. Range 5 feet. Target 1 object up to 1 lb/level. Duration instantaneous. Saving Throw Fort Negates. Spell Resistance Yes

This spell cleans an item, removing all dirt, dust, grime, stains, germs, and other foreign material. At the caster's option, dyes may be removed or retained, or dye of one particular color may be removed while retaining the others. Creatures of Fine size or smaller are removed from the object, being swept to a neighboring space. Creatures with a Constitution score may make a Fortitude Saving throw to avoid being removed from the object. The spell has no effect on creatures that are Diminutive or larger.

Color 0-level Illusion (glamer) Casting Time 1 action. Components V, S Range 15 feet. Target 1 non-living object up to 25 square feet/level. Duration 1 day/level (D) Saving Throw Reflex negates (object) Spell Resistance Yes.

This spell changes the color of an object, or creates up to a 25 square-foot patch of a color. With a full round action she can use a number of colors equal to her Int modifier, otherwise only a single color can be used.

LordChicken
12-13-2009, 08:02 PM
Class: Rouge 1(EXP 0)
Halfling(Race mods included)
Size:Small
Age:25
Hight:3 ft 5 in
wight:35
Alignment:Chaotic Neutral

Stats:
STR:10[0]
DEX:19[4]
CON:11[0]
INT:12[1]
WIS:11[0]
CHA:17[3]

Saves:
FORT:[1]=0+1(Race)+0(CON)
REFLEX:[7]=2+1(Race)+4(DEX)
WILL:[4]=0+1(Race)+3(CHA)
*+2 VS Fear

HP[11]
AC[17]=10+4(Dex)+2(Armor)+1(size)
Speed:20ft

Skills:Stat+Ranks+Class+MISC
Acrobatics[10]=4+1+2+3(Class)
Bluff[7]=3+1+3(Class)
Disguise[7]=3+1+3(Class)
Diplomacy[7]=3+1+3(Class)
Escape Artist[8]=4+1+3(Class)
Knowledge(local)[5]=1+1+3(Class)
Stealth[12]=4+1+3(Class)+4(Size)
Perception[6]=0+1+2+3(Class)
Disable Device[8]=4+1+3(Class)
Sense Motive[4]=0+1+3(Class)

Trap finding:+1/2 level to perception and decidable device when it comes to traps.
Race bonus:+2 Climb.Acrobatics.perception

Feat:3. Halflings charm-you add your charisma modifier instead of wisdom for will saves

Offense(+1 CMB and BAB)(-1 CMD)
BAB:[]=0(+1 for Size)
+1d6 Sneak Attack DMG

Attack(Dagger)[1]0+0(STR)+1(size)
Attack(Shortbow)[5]0+4(DEX)+1(size)

CMB:[+1]=0(BAB)+1(Size)+0(STR)
CMD:[13]=10+0(BAB)-1(Size)+4(Dex)


Equipment:28 gp 4 sp
Leather Armor(Red)
+3 AC
Max Dex+5
7.5lb.

Medium Dagger(-2 Attack)
1d4 DMG 19-20/x2 Crt 10ft Throw
1 lb.
Small Short Bow
1d4+0 DMG x3 Crt 60ft range
1.5 lb.
200 Arrows(on back) 15lb

MISC:_(All in/Attached to Backpack)0.5 lb,{by itself}
Shovel 8 lb.
water skin 1 lb.
Bedroll 1.25 lb.
Winter Blanket 0.75 lb.

Belt pouch(one)
Disguise Kit 2 lb
Belt Pouch(Two).
Masterwork Thief Tools 2 lb.

Carrying capacity:42.5 lb.{carrying now}
Light Load:25 or less
Med Load:26-50
Heavy Load:51-75

Hallstadt
01-02-2010, 01:01 PM
Karn Oakheart
Sex/Gender Male Age 100 Height 5'6 Weight 130 Hair Auburn Eyes Green
Race/Class/Alignment Wood Elf Druid CN

Abilities/Attributes
Base Attack Bonus: 0
AC: 13
HP: 15
Attack Bonus (melee): +3
Staff--Damage: 1d6/ 1d6

STR:16
DEX:8
CON:14
INT:13
WIS:17
CHA:14


Skills/Proficiencies
Concentration 3
Diplomacy 2
Handle Animal 1
Heal 1
Knowledge (Nature) 3
Listen 3
Spot 3
Survival 3
Swim 1

Inventory
Quantity / Item/ Weight/ Location /Type/ Note

1 50 Feet of Rope 2.0 Backpack General
1 Bed Roll 1.0 Backpack General
1 Hide Armor Worn General +3 to AC; 4 max dex bonus; Armor Check Penalty -3
10 Iron Rations 1.0 Backpack General
1 Tinderbox 0.5 Backpack General
2 Torch 1.0 Backpack General
10 Various Herbs 1.0 Belt pouch General
1 Quarter Staff 1.0 Weapon Weapon

Spells/Powers Rank/Level Spell # Available Note
0 Cure Minor Wounds 1
0 Flare 1
0 Read Magic 1
1 Summon Nature's Ally 1

1 Animal Companion Fox CLASS ABILITY
1 Nature Sense CLASS ABILITY
1 Wild Empathy CLASS ABILITY
1 Track none FEAT

Other Information Saving Throws: Fortitude: 4 Reflex: -1 Will: 5

Description (Viewable by Players) Born in a little known elven village in the High Forest, Karn feels more at home with animals and plants than with other people. His friendly features conceal a fiery temper which rages just beneath the surface of his calm and amiable exterior. Karn's friendship is hard-won, but once befriended, he proves to be a fiercely loyal companion, willing to sacrifice as much for the people he loves as he will for the forests he has sworn to protect.

Utgardloki
01-07-2010, 01:21 AM
Noralith Andonna chaotic neutral female half-elf sorceress/bard
1st level Sorceress
2nd level Bard
3301 XP

Strength 11 (+0) BAB +1 Melee +1 Ranged +3 CMB +1 CMD 11
Constitution 12 (+1) HD 3 hp 31 Fort Save +1
Dexterity 14 (+2) AC 14 Touch 14 Flat-Footed 11 Ref Save +5
Intelligence 14 (+2)
Wisdom 15 (+2) Will Save +7
Charisma 18 (+4)

Age 25, Height 73 inches, Weight 155
Languages Known: Common, Elven, Goblin, Sylvan, Terran, Undercommon

Important Equipment
amulet of deflection, +1 to AC
+1 spear
heavy crossbow
longspear
two daggers

Feats
Dodge She gets a +1 dodge bonus to Armor Class.
Mobility. She gains a +4 dodge bonus to AC against attacks of opportunity when she moves out of or within a threatened area.

Spells (Sorcerer) Known: clean, daze, detect magic, light, mage armor, grease. Cast per day: unlimited cantrips. 4 1st-level spells

Elemental Bloodline: She can unlease an elemental ray as a standard action, targetting any foe within 30 feet as a ranged touch attack for 1d6 damage, 7 times a day.

Spells (Bard) Known: color, flare, mage hand, mending, read magic, expeditious retreat, feather fall, shield. Cast per day: unlimited cantrips. 3 1st-level spells.

Versatile Performance: Due to her thespian training (acting) she can substitute her Performance skill bonus for any Bluff or Disguise check.

Skills: Acrobatics +8, Appraise +2, Bluff +9, Climb +6, Craft +2, Diplomacy +8, Disable Device +2, Disguise +9, Escape Artist +2, Fly +2, Handle Animal +4, Heal +3, Intimidate +4, Knowledge (Nature or The Planes) +7, Knowledge (any other) +6, Linguistics +7, Perception +8, Perform +9, Profession +2, Ride +3, Sense Motive +2, Sleight of Hand +2, Spellcraft +2, Stealth +3, Survival +8, Swim +1, Use Magic Device +9.

Azar
03-09-2010, 11:54 PM
Saragrim Ironaxe

HP:45 w:0
AC: 20 T:13 F-F:17

Height: 4'2
Weight: 170 lb.
Age: 110 years old
Hair Color: Black
Eye Color: Brown
XP: 5950 / 6000

STR:15+2
DEX:16+3
CON:17+3
INT:12+1
WIS:16+3
CHA:9-1

BAB:+3
BsB: Fort: 3(+6) Ref: 3(+6) Will: 1(+3)
CMB / CMD: +5 / 18

Attack: (mw) Dwarven Waraxe +7 (1d10+2) x3 crit.
(mw) Handaxe +6 (1d6+2) x3 crit.
Multi-Attack +5 / +4 (1d10+2 / 1d6+2) x3 crit.

Feats
Two-Weapon Fighting
Weapon Focus Warhammer
Double Slice
Endurance

Skills
Climb 3(+10)
Intimidate 3(+5)
Knowledge Geography 3(+7)
Knowledge Nature 3(+7)
Perception 3(+9)
Stealth 3(+6)
Survival 3(+9) / when Tracking (+10)

Equipment
+1 Breastplate 1350gp
(mw) Dwarven Waraxe 330gp
(mw) Handaxe 306gp
Backpack 2gp
Travelers Outfit 1gp
Bedroll 1sp
50' Silk Rope 10gp
x4 Trail Rations 2gp
Climbers Kit 80gp
16pp
8gp
9sp

Languages
Common
Dwarven
Giant

Special Qualities
Slow and Steady: Dwarves have a base speed of 20 feet, but theirdspeed is never modified by armor or encumberance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dofge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racail bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtype due to the special training of these hated foes.

Hardy: Dwarves receive a +2 racial on saving throws against spells , spell like affects, and poison.

Stability: Dwarves receive a +4 racail bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stnecunning: Dwarves receive a +2 bonus on Perception checks to ptentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receieve a check to notice such features whenever they pass within 10 feet of them, whether or not they are activiley working.

Weapon Fmiliarity: Dwarves are proficient with battleaxe, heavy picks, and warhamer, and treat any weapon with the "dwarven" in it's name as a martial weapon.

Utgardloki
03-17-2010, 02:19 AM
Noralith Andonna chaotic neutral female half-elf sorceress/bard
1st level Sorceress
3rd level Bard
6071 XP

Strength 12 (+1) BAB +2 Melee +3 Ranged +4 CMB +3 CMD 13
Constitution 12 (+1) HD 4 hp 38 Fort Save +3
Dexterity 14 (+2) AC 14 Touch 14 Flat-Footed 11 Ref Save +6
Intelligence 14 (+2)
Wisdom 15 (+2) Will Save +8
Charisma 18 (+4)

Age 25, Height 73 inches, Weight 155
Languages Known: Common, Elven, Goblin, Sylvan, Terran, Undercommon

Important Equipment
--------------------
amulet of deflection, +1 to AC
Cloak of resistance +1 to all saves
Swan boat feather token
+1 spear
heavy crossbow
longspear
two daggers
two javelins
1 dose of healing potion
Scrolls: web

Feats
-----
Dodge She gets a +1 dodge bonus to Armor Class.

Mobility. She gains a +4 dodge bonus to AC against attacks of opportunity when she moves out of or within a threatened area.

Racial Traits
------------
+2 to one ability score (Charisma)
Medium size. Base speed 30 feet
Low-light vision
Adaptable, skill focus (Survival)
Elf Blood and Human Blood. Immune to magical sleep effects; +2 racial bonus to saves vs enchantment spells and effects.
Keen senses: +2 racial bonus to Perception.
Multitalented: two favored classes (Sorcerer and Bard). +1 hit point and +1 skill point when taking a level of either of these classes.
Languages: Common, Elven. Bonus languages, any.

Class Abilities (Sorcerer)
-----------------------
Hit Dice: 1d6

Two + int modifier (2) skill points per level. Class skills: Acrobatics (dex), Appraise (int), Bluff (cha), Craft (int), Fly (dex), Intimidate (cha), Knowledge - Arcana (int), Profession (Wis), Spellcraft (int), Use Magic Device (cha)
+0 BAB, +0 Fort Save, +0 Ref Save, +2 Will Save, Spells per Day 4

Proficiencies: all simple weapons.

Spells: Spells Known: 4 cantrips: clean, daze, detect magic, light, and 2 1st level spells: mage armor, grease Spells per day: 4 Spells

Eschew Materials (bonus feat): She can cast spells without minor material components. If a material component costs 1 gp or less, she does not need it to cast the spell.

Elemental Bloodline. Knowledge - The Planes is a class skill.
Bloodline Arcana: Whenever she casts a spell that deals energy damage, she can change the type of damage to acid, which also changes the spell's subtype.

Bloodline Power (Earth). Her energy type is Acid. Her elemental movement is Burrow 30 feet.

Elemental Ray (Sp). She can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack for 1d6 damage, a number of times per day of 3 + her charisma modifier (7 total).

Class Abilities (Bard)
-------------------
Hit dice: 1d8

6 + int modifier skills per level. Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Spellcraft, Stealth, Use Magic Device

+0 BAB, +0 Fort Save, +3 Ref Save, +3 Will Save

Proficiencies: all simple weapons, longsword, rapier, sap, short sword, shortbow, whip. Light armor, shields.

Able to cast bard spells while wearing light armor and using a shield without incurring the arcane failure chance.

Spells: Spells Known: 6 cantrips: oolor, flare, ghost sound, mage hand, mending, read magic, and 4 1st level spells: expeditious retreat, feather fall, dolorous sadness, unseen servant. Spells per day: 4

Bardic Knowledge: Nora adds 1 to all Knowledge skill checks and can make all knowledge skill checks untrained.

Bardic Performance. She can perform for 12 rounds per day. Starting a performance is a standard action; maintaining it is a free action. Changing a bardic performance requires stopping the previous one and starting a new one as a standard action. A bardic performance can not be disrupted, but it ends if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain each round. She can not have more than one bardic performance in effect at one time. She has the following performances available:

Countersong. Each round she makes a Perform check and any creature within 30 feet that is affected by a sonic or language-dependent magical attack may use her Perform check in place of their own saving throw if, after the saving throw is rolled, the Perform Check is higher. A creature already under the effect of a noninstantaneous sonic or language-dependent attack gains another saving throw each round, but has to use Nora's Perform Check. Countersong does not work on effects with no saving throw. Countersong relies on audible components.

Distraction. Nora can counter magic effects that depend on sight. Like countersong, except that it applies to illusion (pattern) or illusion (figment) attacks, and it relies on visual components.
Fascinate. Nora can use her performance to cause one creature to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and able to pay attention to her. She must also be able to see the creatures affected. Nearby combat or other dangers prevents this ability from working. Affected creatures receive a Will Save DC 10 + ½ her bard level + her CHA modifier (15, normally), to negate the effect. If the saving throw succeeds, she can't try again for 24 hours. If it fails, the creature sits quietly and observes the performance for as long as she continues to maintain it. While fascinated, he takes a -4 penalty on all skill checks made as reactions, such as Perception. Any potential threat to the target allows him to make a new saving throw against the effect. An obvious threat breaks the effect automatically. Fascinate is an enchantment (compulsion) mind-affecting ability that relies on audible and visual components.

Inspire Courage. Nora can inspire courage in her allies, bolstering them against fear and improving their combat abilities. The allies must be able to perceive her performance. An affected ally gets a +1 morale bonus to saving throws against charm and fear effects, and a +1 competence bonus on all attack and weapon damage rolls. This is a mind-affecting ability. She can use audible or visual components, and must choose which component to use when she starts her performance.

Inspire Competence. She can user her performance ability to help an ally succeed at a task. The ally must be within 30 feet and be able to hear her. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he continues to hear her. Certain uses of this ability are infeasible, such as improving her ally’s stealth check. She can’t inspire confidence in herself. This relies on audible components.

Versatile Performance. At 2nd level, she can choose one type of Performance skill. She can use her bonus in that skill in place of the bonus for associated skills. When substituting in that way, she uses her total Perform skill bonus, including the class skill bonus, in place of its associated skill bonus. She chooses Acting, which allows her to use her Performance skill for Bluff and Disguise checks.

Well Versed. She gains a +4 bonus on saving throws against bardic performances and sonic effects and language-dependent effects.

Skills
-----
Acrobatics +9, Appraise +2, Bluff +9, Climb +5, Craft +2, Diplomacy +8, Disable Device +2, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +4, Heal +3, Intimidate +8, Knowledge (Arcana, Local, Nature, or The Planes) +7, Knowledge (Other) +4, Linguistics +7, Perception +11, Perform (Act) +9, Perform (Sing) +10, Perform (Other) +4, Profession +2, Ride +3, Sense Motive +6, Sleight of Hand +2, Spellcraft +2, Stealth +2, Survival +9, Swim +2, Use Magic Device +9.

The following is the table used to calculate the above values:
Skill Ranks Key Ability Modifiers Total
Acrobatics 4 Dex (+2) +3 (CS) +9
Appraise Int (+2) +2
Bluff Cha (+4) +4
Climb 1 Str (+1) +3(CS) +5
Craft Int (+2) +2
Diplomacy 1 Cha (+4) +3(CS) +8
Disable Device Dex (+2) +2
Disguise Cha (+4) +4
Escape Artist Dex (+2) +2
Fly Dex (+2) +2
Handle Animal Cha (+4) +4
Heal 1 Wis (+2) +3
Intimidate 1 Cha (+4) +3(CS) +8
Knowledge (Arcana) 1 Int (+2) +3(CS)+1 +7
Knowledge (Local) 1 Int (+2) +3(CS)+1 +7
Knowledge (Nature) 1 Int (+2) +3(CS)+1 +7
Knowledge (The Planes) 1 Int (+2) +3(CS)+1 +7
Knowledge (Other) Int (+2) +1 +3
Linguistices 2 Int (+2) +3(CS) +7
Perception 4 Wis (+2) +2(R)+3(CS) +11
Perform (act) 2 Cha (+4) +3(CS) +9
Perform (sing) 3 Cha (+4) +3(CS) +10
Perform (other) Cha (+4) +4
Profession Wis (+2) +2
Ride 1 Dex (+2) +3
Sense Motive 1 Wis (+2) +3(CS) +6
Sleight of Hand Dex (+2) +2
Spellcraft Int (+2) +2
Stealth Dex (+2) +2
Survival 4 Wis (+2) +3 (SF) +9
Swim 1 Str (+1) +2
Use Magic Device 2 Cha (+4) +3 (CS) +9

Utgardloki
06-09-2010, 02:54 AM
Noralith Andonna chaotic neutral female half-elf sorceress/bard
1st level Sorceress
3rd level Bard
1st level Druid
10,001 XP

Strength 12 (+1) BAB +2 Melee +3 Ranged +4 CMB +3 CMD 13
Constitution 12 (+1) HD 5 hp 41 Fort Save +5 (+1 bard +1 con +1 cloak +1 druid)
Dexterity 14 (+2) AC 14 Touch 14 Flat-Footed 11
Ref Save +6 (+3 bard +2 dex +1 cloak)
Intelligence 14 (+2)
Wisdom 15 (+2) Will Save +10 (+3 bard +1 cloak +2 druid +2 sor +2 wis)
Charisma 18 (+4)

Age 25, Height 73 inches, Weight 155
Languages Known: Common, Elven, Goblin, Sylvan, Terran, Undercommon

Important Equipment
amulet of deflection, +1 to AC
Cloak of resistance +1 to all saves
Swan boat feather token
+1 spear
Grey stone of alarm
+1 lt. crossbow
Handy haversack (not yet)
heavy crossbow
longspear
two daggers

Feats
Dodge She gets a +1 dodge bonus to Armor Class.
Mobility. She gains a +4 dodge bonus to AC against attacks of opportunity when she moves out of or within a threatened area.
Practiced Spellcaster She counts her Druid level as 4 levels higher for the purpose of determining spell effects.

Racial Traits
+2 to one ability score (Charisma)
Medium size. Base speed 30 feet
Low-light vision
Adaptable, skill focus (Survival)
Elf Blood and Human Blood. Immune to magical sleep effects; +2 racial bonus to saves vs enchantment spells and effects.
Keen senses: +2 racial bonus to Perception.
Multitalented: two favored classes (Sorcerer and Bard). +1 hit point and +1 skill point when taking a level of either of these classes.
Languages: Common, Elven. Bonus languages, any.

Class Abilities (Sorcerer)
Hit Dice: 1d6
Two + int modifier (2) skill points per level. Class skills: Acrobatics (dex), Appraise (int), Bluff (cha), Craft (int), Fly (dex), Intimidate (cha), Knowledge - Arcana (int), Profession (Wis), Spellcraft (int), Use Magic Device (cha)
+0 BAB, +0 Fort Save, +0 Ref Save, +2 Will Save, Spells per Day 4
Proficiencies: all simple weapons.
Spells: Spells Known: 4 cantrips: clean, daze, detect magic, light, and 2 1st level spells: mage armor, grease Spells per day: 4 Spells Cast Today: Mage Armor, Grease, Grease, Mage Armor
Eschew Materials (bonus feat): She can cast spells without minor material components. If a material component costs 1 gp or less, she does not need it to cast the spell.
Elemental Bloodline. Knowledge - The Planes is a class skill.
Bloodline Arcana: Whenever she casts a spell that deals energy damage, she can change the type of damage to acid, which also changes the spell's subtype.
Bloodline Power (Earth). Her energy type is Acid. Her elemental movement is Burrow 30 feet.
Elemental Ray (Sp). She can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack for 1d6 damage, a number of times per day of 3 + her charisma modifier (7 total). USES today: 2

Class Abilities (Bard)
Hit dice: 1d8
6 + int modifier skills per level. Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Spellcraft, Stealth, Use Magic Device
+0 BAB, +0 Fort Save, +3 Ref Save, +3 Will Save
Proficiencies: all simple weapons, longsword, rapier, sap, short sword, shortbow, whip. Light armor, shields.
Able to cast bard spells while wearing light armor and using a shield without incurring the arcane failure chance.
Spells: Spells Known: 6 cantrips: oolor, flare, ghost sound, mage hand, mending, read magic, and 4 1st level spells: expeditious retreat, feather fall, dolorous sadness, unseen servant. Spells per day: 4 Spells Cast Today: Unseen Servant, dolorous sadness, dolorous sadness
Bardic Knowledge: Nora adds 1 to all Knowledge skill checks and can make all knowledge skill checks untrained.
Bardic Performance. She can perform for 12 rounds per day. Starting a performance is a standard action; maintaining it is a free action. Changing a bardic performance requires stopping the previous one and starting a new one as a standard action. A bardic performance can not be disrupted, but it ends if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain each round. She can not have more than one bardic performance in effect at one time. She has the following performances available:
Countersong. Each round she makes a Perform check and any creature within 30 feet that is affected by a sonic or language-dependent magical attack may use her Perform check in place of their own saving throw if, after the saving throw is rolled, the Perform Check is higher. A creature already under the effect of a noninstantaneous sonic or language-dependent attack gains another saving throw each round, but has to use Nora's Perform Check. Countersong does not work on effects with no saving throw. Countersong relies on audible components.
Distraction. Nora can counter magic effects that depend on sight. Like countersong, except that it applies to illusion (pattern) or illusion (figment) attacks, and it relies on visual components.
Fascinate. Nora can use her performance to cause one creature to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and able to pay attention to her. She must also be able to see the creatures affected. Nearby combat or other dangers prevents this ability from working. Affected creatures receive a Will Save DC 10 + ½ her bard level + her CHA modifier (15, normally), to negate the effect. If the saving throw succeeds, she can't try again for 24 hours. If it fails, the creature sits quietly and observes the performance for as long as she continues to maintain it. While fascinated, he takes a -4 penalty on all skill checks made as reactions, such as Perception. Any potential threat to the target allows him to make a new saving throw against the effect. An obvious threat breaks the effect automatically. Fascinate is an enchantment (compulsion) mind-affecting ability that relies on audible and visual components.
Inspire Courage. Nora can inspire courage in her allies, bolstering them against fear and improving their combat abilities. The allies must be able to perceive her performance. An affected ally gets a +1 morale bonus to saving throws against charm and fear effects, and a +1 competence bonus on all attack and weapon damage rolls. This is a mind-affecting ability. She can use audible or visual components, and must choose which component to use when she starts her performance.
Inspire Competence. She can user her performance ability to help an ally succeed at a task. The ally must be within 30 feet and be able to hear her. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he continues to hear her. Certain uses of this ability are infeasible, such as improving her ally’s stealth check. She can’t inspire confidence in herself. This relies on audible components.
Versatile Performance. At 2nd level, she can choose one type of Performance skill. She can use her bonus in that skill in place of the bonus for associated skills. When substituting in that way, she uses her total Perform skill bonus, including the class skill bonus, in place of its associated skill bonus. She chooses Acting, which allows her to use her Performance skill for Bluff and Disguise checks.
Well Versed. She gains a +4 bonus on saving throws against bardic performances and sonic effects and language-dependent effects.

Class Abilities (Druid)
4 skill ranks per level. Class skills: Climb, Craft, Fly, Handle Animal, Heal, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Spellcraft, Survival, Swim
+0 BAB, +2 Fort Save, +0 Ref Save +2 Will Save
Proficient in club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, slear, natural attacks, light and medium armor, shields. May not wear metal armor or shields.
Spontaneous casting of summon nature’s ally spells.
May not cast [lawful] spells.
Animal Companion (cougar)
Nature Sense: +2 to Knowledge (Nature) and Survival skill rolls.
Wild Empathy. She can improve the attitude of an animal. It is like a Diplomacy check. Roll 1d20 plus her druid level plus her charisma modifier (1d20+5) to determine the wild empathy check result. She must be within 30 feet of the animal under normal conditions, and it takes about a minute, but conditions may vary. She can also try to influence a magical beast with an INT of 1 or 2, but takes a -4 penalty on this check.
Spells: 3 orisons, 2 first level spells. Prepared: create water, detect poison, stabilize; cure light wounds, longstrider

Spells

0-Level
Clean 0-level Abjuration. Casting Time 1 round. Components V. Range 5 feet. Target 1 object up to 1 lb/level. Duration instantaneous. Saving Throw Fort Negates. Spell Resistance Yes
This spell cleans an item, removing all dirt, dust, grime, stains, germs, and other foreign material. At the caster's option, dyes may be removed or retained, or dye of one particular color may be removed while retaining the others. Creatures of Fine size or smaller are removed from the object, being swept to a neighboring space. Creatures with a Constitution score may make a Fortitude Saving throw to avoid being removed from the object. The spell has no effect on creatures that are Diminutive or larger.

Color 0-level Illusion (glamer). Casting Time 1 action. Components V, S Range 15 feet. Target 1 non-living object up to 25 square feet/level. Duration 1 day/level (D) Saving Throw Reflex negates (object) Spell Resistance Yes.
This spell changes the color of an object, or creates up to a 25 square-foot patch of a color. With a full round action she can use a number of colors equal to her Int modifier, otherwise only a single color can be used.

Daze 0-level Enchantment (compulsion). Casting Time 1 standard action. Components V, S, M (eschewed). Range Close (30 ft). Target 1 humanoid. Duration 1 round. Saving Throw Will negates. Spell Resistance Yes.
This spell clouds the mind of a humanoid creature with 4 or fewer hit dice so that it takes no actions. Humanoids of 5 or more hit dice are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects for 1 minute.

Detect Magic 0-level Divination. Casting Time 1 action. Components V, S. Range 60 feet. Target 60 foot cone. Duration Concentration up to 1 minute/level. Saving Throw None. Spell Resistance No.
This spell detects magical auras. the amount of information revealed depends on how long she studies a particular area or subject. 1st Round: Presence or absense. 2nd Round Number of different magical auras and the power of the most potent auras. 3rd Round Strength and location of each aura. If the items or creatures bearing the auras are in line of sight, she canmake Knowledge (Arcana) skill checks to determine the school of magic involved in each. One check per aura: DC 15 + spell level or 15 + 1/2 caster level. If the aura eminates from a magic item, she can attempt to identify its properties using Spellcraft.
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Faint: spell of 3rd level or lower, magic item caster level 5 or lower. Moderate spell of 4th-6th level, magic item caster level 6-12. Strong spell 7th - 9th level. Magic item caster level 12th to 20th level.
A magical aura lingers after its original source dissipates or is destroyed. If detect magic is cast and directed at such a loction, the spell indicates an aura strength of dim (even weaker than faint). How long the aura lingers at this dim level depends on its orginal power: faint 1d6 rounds. Moderate 1d6 minutes. Strong 1d6 x 10 minutes. Overwelming 1d6 days.
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, she can turn to detect magic in a new area. The spell can penetrate barriers, but a foot a stone, an inch of metal, a thin sheet or lead, or three feet or wood or dirt will block it.

Flare 0-level evocation [light] Casting Time 1 action. Components V, Range 30 ft, Effect Burst of Light, Duration Instantaneous, Saving Throw Fort Negates, SR Yes
This cantrip creates a burst of light. If she causes the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fort save. Sightless creatures and creatures already dazzled are not affected.

Light 0-level Evocation [light] Casting Time 1 action. Components V, M (eschewed) Range Touch, Target Object touched, Duration 10 min/level, Saving Throw None, Spell Resistance No.
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light. The effect is immobile, but it can be cast on a movable object.
She can only have one light spell active at any time. If she casts this spell while antoher casting is still in effect, the previous casting is dispelled. Light can counter or dispel any darkness spell of equal or lower level.

Mage Hand 0-level transmutation Casting Time 1 action. Components V, S Range Close: 30 ft Target: one non-magical unattended object weighing up to 5 pounds. Duration: Concentration. Saving Throw: None. Spell Resistance: No
Nora points her finger at an object and lifts and moves it at will. As a move action, she can propel the object as far as 15 feet in any direction, though the spell ends if the distance between her an the object exceeds the spell's range.

Mending 0-level transmutation Casting Time 10 minutes Components V, S Range 10 ft, Target one object up to 1 lb/level Duration Instantaneous, Saving Throw: Will negates (harmless, object) Spell Resistance Yes (harmless object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, it is removed if the object is restored to at least half its original hit points. All pieces of the object must be present for the spell to function. Magic items can be repaired by this spell, but she must have a caster level equal to or higher than that of the object. Magic items that are destroyed can be repaired with this spell, but it does not restore their magic abilities. The spell does not affect creatures, including constructs. It has no effect on objects that have been warped or transmuted, but it can still repair damage done to such items.

Read Magic 0-level divination. Casting Time 1 action. Components V, S, F (a clear crystal), Range Personal, Target, Nora, Duration 20 minutes
Nora can decipher magical inscriptions on objects that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and she has read the magical inscription, she can read that particular writing without recourse to the use of the spell. She can read one page per minute. It allows her to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 spellcraft check, or any symbol spell with a spellcraft check (DC 10 + spell level).

1st Level

Dolorous Sadness 1st level enchantment [mind-affecting]. Casting Time 1 action. Components V, S, M (small handkercheif), Range Close (30 feet), Target 1 creature, Duration 1 round/level, Saving Throw Will Negates Spell Resistance Yes
This spell affects the subject with uncontrollable crying. He collapses into fits of sobbing, and has to sit down. He can take no actions while crying, but is not helpless. After the spell ends, he can act normally. On his next turn, he may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If the save is successful, the effect ends. If not, he continues crying for the rest of the duration. A creature with an intelligence of 2 or lower can not be affected. A creature whose type is different from the caster’s gets a +4 bonus on his saving throw.

Expeditious Retreat 1st level transmutation. Casting Time 1 action. Components V, S. Range Personal. Target Nora. Duration 2 minutes
This spell increases Nora's base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement. This spell affects her jumping distance.

Feather Fall 1st level transmutation. Casting Time 1 immediate action. Components V Range Close (30 ft). Target One medium or smaller freefalling object or creature/level, no two of which may be more than 20ft apart. Duration Until landing or 2 rounds Saving Throw Will negates (harmless) Spell Resistance Yes (harmless)
The affected creatures or objects fall slowly. The spell instantly changes the rate at which the target falls to 60 feet per round.

Grease 1st level Conjuration (creation) Casting Time 1 action. Components (V, S, M - eschewed), Range 25 ft Target one object or 1 10 foot square, Duration 1 minute/level, Saving Throw see text Spell Resistance No
A solid surface is coated with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round and must then make a Reflex Save or fall. Failure by 5 or more means it falls. Creatures that do not move on their turn do not need to make the check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up ro use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat manuever checks to escape a grapple, and to their CMD to avoid being grappled.

Mage Armor 1st level Conjuration (creation)[force] Casting Time 1 action. Components V, S, F. Range Touch. Target: Creature touched. Duration 1 hour/level. Saving Throw: Will negates. Spell Resistance No.
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Unseen Servant 1st level conjuration (creation) Casting Time 1 action, Components V, S, M (a piece of string and a bit of wood), Range Close (30 ft), Effect 1 invisible servant, Duration 1 hour/level, Saving Throw None spell Resistance No.
This spell creates a mindless, invisible, shapeless force that performs simple tasks. It can run and fetch things, open unstuck doors, hold chairs, clean, and mend. It can perform only one activity at a time, but it repeats the same activity over and over if told to do so, as long as Nora remains within range. It has a Strength of 2, so it can lift 20 pounds and drag 100 pounds.
It can trigger traps and such, but can only exert 20 pounds of force. It can’t perform any task that requires a skill check with a DC of 10 or that requires a check using a skill that can’t be used untrained. The servant cannot fly, climb, or swim, but can walk on water. Its base speed is 15 feet.
It cannot attack in any way. It is never allowed an attack roll. It cannot be killed, but dissipates if it takes 6 points of damage from area attacks. It gets no saves against area attacks. If she attempts to send it beyond the spell’s range, the servant ceases to exist.
Skills
Skill Ranks Key Ability Modifiers Total
Acrobatics 5 Dex (+2) +3 (CS) +10
Appraise Int (+2) +2
Bluff Cha (+4) +4
Climb 1 Str (+1) +3(CS) +5
Craft Int (+2) +2
Diplomacy 1 Cha (+4) +3(CS) +8
Disable Device Dex (+2) +2
Disguise Cha (+4) +4
Escape Artist Dex (+2) +2
Fly Dex (+2) +2
Handle Animal Cha (+4) +4
Heal 1 Wis (+2) +3(CS) +6
Intimidate 1 Cha (+4) +3(CS) +8
Knowledge (Arcana) 1 Int (+2) +3(CS)+1 +7
Knowledge (Local) 1 Int (+2) +3(CS)+1 +7
Knowledge (Nature) 1 Int (+2) +3(CS)+2(NS)+1 +7
Knowledge (The Planes) 1 Int (+2) +3(CS)+1 +7
Knowledge (Other) Int (+2) +1 +3
Linguistices 2 Int (+2) +3(CS) +7
Perception 5 Wis (+2) +2(R)+3(CS) +12
Perform (act) 2 Cha (+4) +3(CS) +9
Perform (sing) 3 Cha (+4) +3(CS) +10
Perform (other) Cha (+4) +4
Profession Wis (+2) +2
Ride 1 Dex (+2) +3(CS) +6
Sense Motive 1 Wis (+2) +3(CS) +6
Sleight of Hand Dex (+2) +2
Spellcraft 4 Int (+2) +3(CS) +9
Stealth Dex (+2) +2
Survival 4 Wis (+2) +3 (SF)+2(NS)+3(CS)+14
Swim 1 Str (+1) +3(CS) +5
Use Magic Device 2 Cha (+4) +3 (CS) +9

Equipment
Money: 62 gp, 4 sp
Item Value Weight Location Tvl Expl Cmbt
Clothes --- --- Worn X X X
2 daggers 4 gpv 2 lb Belt X X X
Longspear 5 gpv 9 lbs Back X X X
2 javelins 2 gpv 4 lbs Back
Heavy Crossbow 50 gpv 8 lbs Back X X X
+1 lt crossbow a lot 4 lbs back X X X
Flint and Steel 1 gpv --- Belt pouch X X X
4 belt pouches 4 gpv 2 lbs Belt X X X
Notebook ? 1 lb Belt pouch X X X
+1 Spear a lot 5 lbs Back X X X
Healing Potion 50 gpv -- Belt pouch X X X
Scroll of Web 150 gpv Belt X X X
Cloak of Resistance +1 Worn
Swan Boat Feather Token Belt pouch
Grey Stone of Alarm Belt pouch
Pixie Sword Belt Pouch
Sheddable 82
Backpack 2 gpv 2 lbs Back X X
10 hvy bolts 1 gpv 1 lb Backpack X X
2 Blankets 1 gpv 6 lbs Backpack X
10 empty sacks 1 gpv 5 lbs Backpack X X
Eight wooden cups 8 sp 1 lb Backpack
Bedroll 1 spv 5 lbs Back X
Tent 10 gpv 20 lbs Back X
3 waterskins 3 gpv 12 lbs Back X X
150 ft hemp rope 3 gpv 30 lbs Shoulders X

Gallon of Ale 2 spv 8 lbs Someone else carries this.

@home
4 javelins 4 gpv 8 lbs Home X X X
Heavy Mace 12 gpv 8 lbs Home X
Silver Mask 100 gpv 1 lb Home
Morningstar -- 6 lbs Home X X X
Orc's Fachion 8 lbs Home
Ogre's outfit nothing Home


Total Weight: 116 lbs
Carrying Capacity:
Light Load 0-43 lbs Medium Load 44 - 86 lbs Heavy Load 87 - 130 lbs
Travel: about 116 pounds
Shedded: about 34 pounds
Explore: 58 pounds
Combat: 36 pounds
Sheddable
In backpack: 12 pounds + 2 for backpack = 14 pounds
10 heavy bolts, 2 blankets, 10 empty sacks, 8 wooden cups
Bedroll: 5 lbs
Rope: 30 lbs

Other Items
Silver Mask of Cyric, appraised value 100 gpv wt. 1 pound.

Weapon To Hit Damage Range Weight
Dagger +1 1d4 19-20/x2 10 ft (thrown) 1 lb
Heavy Mace +1 1d8 -- 8 lb
Longspear +1 1d8 x3 -- 9 lb
+1 spear +2 1d8+1 x3 20 ft (thrown) 5 lb
Javelin +1 1d6 30 ft (thrown) 2 lb
Light Crossbow +3 1d8 19-20/x2 80 ft 4 lb
Heavy Crossbow +3 1d10 19-20/x2 120 ft 8 lb
Sling +3 1d4 50 ft --

Background:
Born of an elf mother named Tamilir Thillen, whose peaceful life was upended when her village was attacked and she was kidnapped and held for ransom. Nine months later she was born, and doted upon as her mother sought to rebuild her life.
The ransom was never paid. Her father raised her for 12 years, until the band was defeated by adventurers and rescued her mother.
Her mother returned to the sacred place in the mountains where she had been practicing her druidism. It had been destroyed by the raiders, but she rebuilt it. Noralith split her time between the grove and the Hollow Leg Tavern, where she learned to use weapons and improved her magic. She sees the hero who rescued her and her mother as a father figure.

---------- Post added at 01:54 AM ---------- Previous post was at 01:52 AM ----------

Esuark: Male cougar animal companion

Size: Small
Speed: 30 ft
AC: 17 (10, natural armor +1, size +1, dex +5)
Attack: bite (1d4plus Trip), 2 claws 1d2)
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6

Hit Dice: 2 hp 10 BAB +1 Melee +7 Fort Save +4 Ref Save +8 Will Save +1
Natural Armor: +1 AC 10

Skills:
: Acrobatics +9 (1 rank), Climb +1, Perception +1, Stealth +9 (+13 in undergrowth) (1 rank); Swim +1

Feats: 1, Toughness
Str/Dex Bonus: +0
Bonus Tricks: 1, Down
Special Abilities: Low Light Vision, Scent, Link, Share Spells.

I posted a thread about the assumptions regarding animal companions that I made, to make sure they're all correct: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/rules/animalCompanionAssumptionsAndTheRAW

Ilena Starbreeze
07-28-2010, 08:51 PM
Name - Allissa (Lis) Valentine
Race - Human
Age - 23
Class - Rogue
Alignment - N

Weight - 145 lbs
Height - 5'6"
Eyes - Blue
Hair - Brunette

Any Identifying features - Tattoo of a black sword on her left shoulder.

Level - 4

XP - 13,800 xp

Size - Medium
Diety - Ilmater

Speed - 35ft

Str - 12
Dex - 20
Con - 14
Int - 12
Wis - 12
Cha - 16

Languages - Haverstani, Chimorrow, Elven, Dwarven, Goblin, Giant.

Bab - 3
CMB (pg 198) - 4
CMD - 19
Initiative - +9

HP - 33
Current Hp - 33 (got hurt, need to update hp but dont have from out)
HD (4d8)

AC - 20
Flatfooted - 15
Touch - 15

Saves - Fort - 3 Reflex - 9 Will - 2

Feats

Prof with all simple weapons, hand crossbow, rapier, sap, short sword, short bow and light

armor.

Fleet - 5ft move speed
Improved Initiative
Blind Fight

Abilities

Sneak Attack - 2d6
Trap Finding
Evasion
Fast Stealth - Rogue Talent
Trap Sense +1
Stand Up - Rogue Talent
Uncanny Dodge

Skills - 10 SP per level
Ranks - (Msc) - Totals

Acrobatics (Dex) - 2 - 10
Appraise (Int) - 1 - 5
Bluff (Cha) - 4 - 10
Climb (Str) - 2 - 6
Craft Trap (int) - (5)
Diplomacy (Cha) - 2 - 8
Disable Device (Dex) - 2 - (5) - 15
Disguise (Cha) - 1 - 7
Escape Artist (Dex) - 2 - 10
Intimidate (Cha) -
Knowledge (Dungeoneering) (Int) - 1 - 5
Knowledge (Local) (Int) - 3 - 7
Linguistics (int) - 1 - 5
Perception (wis) - 4 - 8
Perform (Cha) - 1 - 7
Profession (Wis) -
Sense Motive (Wis) - 3 - 7
Slight of Hand (Dex) - 3 - 11
Stealth (Dex) - 4 - 12
Swim (Str) - 3 -
Use Magic Device (Cha) - 1

Money

563 gp
5 Silver


Armor - +1 mithril Chain Shirt

Weapons

Dagger x4
+1 Short sword

Hand Crossbow
10 bolts

Short bow
20 arrows

Equipment -

Map/Scroll Case - 1/2 lb
Backpack - 2 lbs
Flint and steel - 1 gp
Belt Pouch x2 - 1 lb
Silk Rope - 5 lbs
Waterskin - 4 lbs
Trail rations x4 - 4 lbs
Everburning torch - 1 lb
mwk theives kit - 2 lbs
Steel Mirror - .5 lbs
Ring with +5 craft trap - +5 disable device
Gems - 120 gp worth (ask what type of gems)
lozenge that acts a potion of cure moderate 2d8+10

Clothing - Cold weather outfit

Horse - Sunflower - Chestnut quarter horse - Gelding.
Bridle and saddle.

Minor magic items -

Hand of the Mage - 900 gp

43 lbs Total

Backstory -
Allissa was, or is, a well trained scout, and when need requires, an assassin and thief.
When she was young, her family was living in the city. Her father would go out at night,
where? No one really knew and any questions asked were quickly and skillfully misled. They
trusted him though, as he always treated them right, with love and care any father should.
But one evening, some very nasty men broke into her house and took her mother Janice,
brother Jake and herself hostage for ransom. She didn't know why anyone would want to keep
them for ransom until later, when she learned something about her father that she never
would have guessed.

They led her family out of the house and down to their hideout in the warehouse district, a
very bad place in town at night. On the 6 mens cloaks was asymbol of a hand clutching a
dagger. It was a well known clan in the city, though relitively small, they were called The
Shadow Knives, a group of small time killers who make their money extorting people with
threats and petty theivery. Though they have no problem killing others for money, and even
for nothing but the pleasure of it.

They waited in fear for many hours, no one came to them, no one made any demands of them.
Just sitting in pitch darkness huddled together. Their mother whispering words of courage
though she had no hope of seeing the light of day herself. But for her children she put on a
good face, a hopeful face.

It was hours later when The Shadow Knives returned to take them, they came all hooded,
covering their faces, just as when they broke into their house. The family was ussured into
what looks like a meeting hall of sorts, though it had crates stacked high and freight
sitting around to be moved at a later time. Their hands were tied behind their back and they
were told to stand, and wait. Lucky for everyone, they did not have to wait long, soon, her
father arrived with several other men. All of them wore a cloak emblazoned with a black
sword, clutched by a skeletal hand.

"So you finally arrive Mr. Valentine, I would have thought you cared more for your "family"
then to leave them in our ... tender care." A man to her left and behind speaks, his voice
drips with venom towards her father.

"Let them go, they have nothing to do with this, they don't even know about my ... dealings
with you." He replies in a firm, demanding but also pleading voice. Even to this day Lis
knows her father loved them as deeply as anyone could.

"NO!" The man cries, "YOU have involved them in this! YOU! It is YOUR fault its come to
this, YOU killed my wife, my child!" Lis can only imagine that behind the mask, the veins in
his neck are sticking out and spit is flying in his rage. She feels a little bad for the man
... what with his family being killed, but her father? He's a nice man ... he couldn't have
killed anyone. The man continues his yelling, angry rant, " And now, you will feel what I
feel, feel my pain as you watch me kill your family!"

Everything happened at once, The Black Swords quickly drew crossbows and fired. They caught
a few by surprise but not many. The return fire was just as brutal as many on both sides now
lay bleeding. Thankfully the opening volley was enough that Lis and her family could duck
and scramble for cover. The battle was brutal but short as the rival gangs fought for
control and her father fights for his family. Janice covered her children with her own body,
protecting them from harm ... but at the cost of her own life as she took several bolts meant for them.

The silence after the battle was penetrated by the moans of the wounded and dieing