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Thread: put your characters here

  1. #16
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    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.
    Last edited by Azar; 03-17-2010 at 10:35 PM.

  2. #17
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    Noralith Andonna, 4th level

    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 + Ĺ 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 allyís stealth check. She canít 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

  3. #18
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    Noralith Andonna, 5th Level

    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 + Ĺ 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 allyís stealth check. She canít 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 natureís 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 casterís 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 canít 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 canít perform any task that requires a skill check with a DC of 10 or that requires a check using a skill that canít 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 spellís 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...tionsAndTheRAW
    Last edited by Utgardloki; 06-16-2010 at 07:41 PM. Reason: Corrected Esuark's skills

  4. #19
    Join Date
    Apr 2010
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    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
    Last edited by Ilena Starbreeze; 10-13-2010 at 10:59 PM.

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