Site Sections
Home
Forums
Downloads
New Rules
Core Classes
Prestige Classes
Heroic Paths
Spells
Runes of Power
Other Rules
New Places & Creatures
NPCs
Creatures
Organizations
Power Nexus
Places on Aryth
New Equipment
Mundane Items
Magic Items
Other Things
Articles
Adventure Hooks
Tales & Stories
User Info
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
March 04, 2021, 04:03:33 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Recent Topics
Playing Midnight at level...
Barghus
[February 25, 2021, 12:07:04 PM]
Midnight is coming back i...
TwiceBorn
[February 11, 2021, 05:35:56 PM]
Are the elves the real ev...
Phantagor
[February 11, 2021, 11:03:09 AM]
Interesting things I've o...
Nifelhein
[February 03, 2021, 06:21:24 PM]
How do bonus spells work?
Valenric
[January 18, 2021, 08:39:47 AM]
Looking for Group - Midni...
larrybiscuit
[November 26, 2020, 11:33:49 PM]
Midnight inspired campaig...
Chaotix
[September 23, 2020, 03:54:51 PM]
Anyone Working on a D&D 5...
Gabboge
[September 07, 2020, 06:01:45 PM]
Play by Post Campaign See...
jrok512
[April 30, 2020, 10:01:09 AM]
5e Conversion Work
PhadeOut
[April 15, 2020, 03:43:34 PM]
Search
Advanced search
Site Tips
If you want to know when a new thread is posted try subscribing to a forum.
Against the Shadow
|
Forum
|
Midnight & RPGs
|
Games and Stories
|
Clarion Quietus
(Moderator:
Doomed Hero
) | Topic:
Book of Legends (Clarion Quietus)
Pages: [
1
]
Author
Topic: Book of Legends (Clarion Quietus) (Read 26668 times)
0 Members and 1 Guest are viewing this topic.
Doomed Hero
Moderator
Spell Energy / Taint +11/-4
Gender:
Posts: 4,907
Book of Legends (Clarion Quietus)
«
on:
June 02, 2010, 03:50:52 PM »
This thread is for character sheets for Doomed Hero's game Clarion Quietus.
«
Last Edit: June 02, 2010, 03:54:48 PM by Doomed Hero
»
Logged
Jack Chick, Abdul Alhazred, and Aleister Crowley walk into a bar...
Pheros
Avatar of the Witch Queen
Spell Energy / Taint +6/-2
Gender:
Posts: 1,504
Re: Book of Legends (Clarion Quietus)
«
Reply #1 on:
June 03, 2010, 11:12:16 AM »
Dunkin of Clan Durgis
Dwarf
Stormborn
Wildlander 4
103 years old
4'3", 170 lbs
Bronzed skin toned, long dark hair in braids, full beard kept roughly trimmed, light brown eyes
Arms from shoulder to elbow and most of his chest are tattooed with various runes and patterns from the Durgis Clan
Body Cast:
Danny Trejo
(but less tall, more round)
Str 16 +3
Dex 14 +2
Con 17 +3
Int 14 +2
Wis 10 +0
Cha 8 -1
Kar 15 +2
HP: 42=8 (1st)+8 (2nd) + 6 (3rd) +5 (4th) + 3x4 (con) + 2 (favored)
Vitality/Wound: 42/17
Action points: 5
speed: 20 ft
Init: +3 = +2 (dex) +1 (class)
BAB: +4
Melee: +7
Ranged +6
CMB: +7=+4(bab)+3(str)
CMD: 19=10+4(bab)+3(str)+2(dex)
all damage +1 sonic/electric on charge
The Wrath of the Sun and the Fury of the Moon (urutuks):
attack: +8=+4(bab)+3(str)+1(racial) [additional: +1 vs orcs]
damage: d8+3 (x2)
range 20ft, +9=+4(bab) +2(dex)+1(racial)+2(heirloom) [additional: +1 vs orcs]
Dual-wielding: +6/+4 [additional +1 each vs orcs]
Returning
Warhammer:
attack: +8=+4(bab)+3(str)+1(racial) [additional +1 vs orcs]
damage: d8+3 (x3)
Hunting Knife:
attack: +7=+4(bab)+3(str) [additional +1 vs orcs]
damage: d4+3 (19/20 x2)
AC: 23 {10 +4 (def bonus) +2 (race) +2 (dex) +2 (chain shirt) +2 (shield) +1 (shield foc) = 23}
armor check: -2=-1(masterwork shield)-2(shirt)+1(armor expert)
max dex: +6
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
3
2-4) Torso
Chain Shirt
3
1
2
9
5) Right Arm
leather
1
1
2
4
6) Left Arm
leather (+Heavy metal shield)
1(13)
1(13)
2(14)
4
7-8) Right Leg
leather
1
1
2
5
9-10) Left Leg
leather
1
1
2
5
Saves: (+2 vs spells, +5 vs weather, +4 endurance effects)
Fort: +4(class)+3(str) = +7 (+2 vs poison)
Reflex: +1(class)+2(dex)+1(charm) = +4
Will: +1(class)+0(wis)+1 (Insight, Dola) = +2
Favored Region: Kaladrun Mountains
Abilites:
Darkvision
Resiliant (+2 AC, +2 vs poison, +2 vs spells)
+1 attack vs orcs
+1 attack with hammer/axes
+2 appraise/craft for metal/stone
+2 Climb
half penalty fighting dual wielding
Track
Wilderness Trapfinding
Woodland Stride
Danger sense (+1 init, percep)
Hunter's Strike (1/day, 2x dmg on successful attack, use after attack roll before damage)
Heroic path:
Stormborn (+5 checks vs weather)
Windheart (1/2 penalties for weather)
Stormshield (3 rnds/day votex - wind wall on all sides 5ft out)
Thunderous charge (when charging, weapon deals +1 sonic or electric damage)
Feats:
Shield Focus
Endurance
Traits:
Armor Expert
Heirloom Weapon (+2 thrown for Sun and Moon)
Skills: (+5 weather, +4 endurance effects)
Acrobatics +7=+2(dex) +5 (boots)
Appraise (metal/stone) +4=+2(int)+2(Dwarf)
Climb +5=+3(str)+2(Kurgun)
Craft (arrows) +6=+2(int)+3(bonus)+1(ranks)
Craft (trapmaking) +8=+2(int)+3(bonus)+3(ranks)
Disable device +6=+2(int)+3(bonus)+1(ranks)
Heal +8=+0(wis)+3(bonus)+3(ranks)
Intimidate +4=-1(cha)+3(bonus)+2(ranks)
Knowledge(geography) +6=+2(int)+3(bonus)+1(ranks)
Knowledge(arch & eng) +2=+2(int)
Knowledge(Dungeoneering) +7=+2(int)+3(bonus)+2(ranks)
Knowledge(Kaladrun Mountians) +7=+2(int)+2(favored)+3(ranks) [additional racial +2 when on the surface]
Perception +8=+0(wis)+3(bonus)+1(danger sense)+4(ranks)
Profession(Hunter) +7=+0(wis)+3(bonus)+4(ranks)
Stealth +10=+2(dex)+3(bonus)+4(ranks)+1(Xmas gift)
Survival +8=+0(wis)+3(bonus)+4(ranks)+1(Xmas gift) [favored bonus +2 when in Kaladruns, +4 aboveground]
Swim +3=+3(str)
Languages:
Durgis Dialect (fluent)
Old Dwarven (fluent)
(literate)
Orcish (pidgin)
Trader's Tongue (basic)
Possessions:
Wrath of the Sun and Fury of the Moon (urutuks, Returning if one is held)
Warhammer
Large hunting knife
Improved Masterwork, Advanced Tempering, Fire Forged Chain Shirt (Hardness +2, Immune to Fire)
leather pants and sleeves
Improved Masterwork, Advanced Tempering, Fire Forged heavy metal shield (Hardness +2, Immune to Fire)
rabbit hide cloak
Elven boots
masterwork backpack
50ft rope
flint/steel
3 days rations (jerky)
2 waterskins
pouch of salt
Repaired charm, +1 reaction
edit for level 4
«
Last Edit: June 16, 2018, 09:53:02 AM by Pheros
»
Logged
1.6180339887...
Dunkin stats
Ilona Ebonblade
Insurgent Commander
Spell Energy / Taint +3/-0
Posts: 431
Re: Book of Legends (Clarion Quietus)
«
Reply #2 on:
June 04, 2010, 01:01:39 PM »
Siobhan Ashchild
Female Sarcosan Fighter (Freehand) 4
Fireborn path
Chaotic Good
Age: 19 Ht: 5'7 Wt: 136lbs
Body cast :
Amanda Righetti
Str 14 +2
Dex 17 +3
Con 12 +1
Int 14 +2
Wis 10 +0
Cha 16 +3
Kar 10 +0
HP: 17
Action points: 3
speed: 30 ft
Init: +8 (dex+trait+feat)
BAB: +4
Melee: +7
Ranged +7
CMB: +7 (+8 disarm)=+4(bab)+3(dex)
CMD: 19 (20 disarm)=10+4(bab)+2(str)+3(dex)
The Ashblade +9
, 1d6+1 (slashing/fire) 19-20/x2 +1d6 fire (+1(bab)+3(dex)+1(weapon focus)+1 (magic bonus))
Ceduku +9
, 1d6 19-20/x2 (+1(bab)+3(dex)+1(weapon focus)+1 (sarcosan bonus))
Sepi +9
1d6 18-20/x2
Bow +7
1d8 x3
AC: 22
[10+3(dex)+1(Leather armor)+1(dodge)+ 6 (class)+1 (elusive)]
armor check: -2=-1()-2()+1()
max dex: +4
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
2
2-4) Torso
Leather
1
1
2
6
5) Right Arm
Leather
1
1
2
3
6) Left Arm
Leather
1
1
2
3
7-8) Right Leg
Leather
1
1
2
3
9-10) Left Leg
Leather
1
1
2
3
Saves:
+5 Fort: +4(class)+1(con)
+4 Reflex: +1(class)+3(dex)
+1 Will: +1(class)+0(wis)
Fire Resistance 5
Abilites:
Blaze points: 7
Firestarter DC 15
Flamethrower (melee) 2d6
Burn It All DC 15 reflex to avoid catching fire when exposed to any fire effect. +1 fire damage to any fire effect
Feats:
Weapon finesse
Weapon focus (Ceduku)
Dodge
Dazzling Display (intimidate check to demoralize)
Combat Expertise
Improved Initiative
Traits:
Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.
Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Survivor
Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity.
Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Literate
Gain the ability to read and write in Courtier and Erenlander.
Skills:
+3 Acrobatics +3=+3(dex) -1(armor)+1(rank)
+6 Bluff +3(cha)+2(racial)+1(rank)
+0 Climb +2(str) -2 (armor)
+6 Craft (arrows) +2(int)+3(bonus)+1(ranks)
+5 Diplomacy +3(Cha)+2(racial)
+7 Handle Animal +3(int)+3(bonus)+1(ranks)
+9 Intimidate +3(cha)+3(bonus)+2(ranks)+1(gift)
+6 Knowledge(arch & eng) +2(int) +3(bonus)+1(ranks)
+2 Knowledge(Dungeoneering) +2(int)
+0 Perception +0(wis)+(ranks)
+ Profession +0(wis)+1(ranks)
+7 Ride +3(dex)+3(bonus)+1(ranks)
+9 Sense motive +0(wis)+3(bonus)+1(ranks)+1(trait)+2(racial)
+3 Stealth +3(dex) -2 (armor)+2 (rank)
+5 Survival +0(wis)+3(bonus)+2(ranks)
+4 Swim +2(str)+3(bonus)+1(rank) (-2 armor)
Languages:
Colonial
(fluent)(literate)
Erenlander
(fluent)
Courtier
(fluent) (literate)
Trader's Tongue
(basic)
Halfling
(Fluent)
Norther
(basic)
Danisil
(pigdin)
Possessions:
Singed horse blanket
Sarcosan honor blade
Ceduku
Cloak
3 days rations
Longbow
20 arrows
Large hunting knife
50ft rope
flint/steel
(click to show/hide)
Your character is an orphan. His/her family were freeriders who died in a raid by a group of Black Riders (sarcosan warriors horse-sworn to one of the False Sussars). The raid started a flashfire that spread across half the southern plains. Anyone east of the Eren river who was old enough to remember that fire, does. Even if they weren't on the plains, the light from that fire could be seen all the way to Erenhead and Baden's Bluff. It spread fast, lasted months and was about 100 times larger than the Burning Line of Erathor.
Freeriders are nomads, which means when their homes catch fire, they burn to nothing. You survived because your mother hid you under a pile of wet laundry. One horse blanket, on the bottom, survived the blaze. You still have it.
When you crawled out from under the smouldering blankets, everything was char and ash. People, horses, the land itself. Everything.
You wandered in a daze for a week, eating almost nothing and drinking ash-blackend water from choked streams. You were found by a family of halflings, who cared for you for a few weeks, but realized they could not slow themselves to cater to you and took you to a village called Hornblower's Hill. An old man, whom you came to know only as Grandfather agreed to take you in. You lived there until near-adulthood. He was a sly, willful old man. He taught you to defend yourself (but only when no one was watching) taught you to read and write, and taught you that even the dimmest candle burns brightest when it is darkest, precisely when it is needed most.
You are not going to start with conscious control over your powers. You can tell me out of game if something happens that you think would trigger a fire, but you can't purposefully direct it yet.
We'll deal with what happens to get you hooked up with the rest of the party later.
Fireborn
(click to show/hide)
1 Firestarter
2 Flamethrower 1d6 fire per level
3 Fire Resistance 5
4 Burn It All
5 Flame Thrower (Radius or Ray)
6 Firewalker
7 Fire Resistance 10
8 Smoker
9 Flame Thrower (Cone or Burst)
10 Backdraft
11 Fire Resistance 15
12 Corona
13 Flame Thrower (Line or Wave)
14 Firestarter
15 Immunity to Fire
16 Flare Up
17 Flamethrower (Wall or Hemisphere)
18 White Hot
19 Heat Death
20 Phoenix Heart
Note: All the Fireborn's abilities are Supernatural
Firestarter: You can cause combustible materials to light with a touch or a thought. You may cause any combustible material to catch fire. Unattended objects make a save to negate the effect. (DC 10+1/2 your character level+ your charisma modifier). Attended objects use the reflex save of the creature attending it, providing that creature can make a DC 10 spot check. Combustible objects which are resistant to catching fire, such as damp wood or leather get a +5 bonus. Objects which are very difficult, or nearly impossible to catch fire, such as stone, gain a +20 bonus to their save. This ability can be used as a concentration based effect. If you choose to do so, the DC to resist it goes up by one for each round you concentrate. This means that given enough time to concentrate on an object, you can light nearly anything on fire. Once lit, the object obeys the normal rules for burning objects as outlined in the Core Rules. At This ability is usable At Will and has a range of Short or Touch. At 14th level the range on this ability increases to Long
Flamethrower: You may cause nearby fires to erupt in burning showers and gouts of flame. Every day you gain a pool of energy that you can draw from to cause fire based attacks from any nearby source of fire. Each day you gain a number of points, called Blaze Points, equal to your character level plus your Charisma Modifier. You may spend a number of Blaze Points per round equal to 1/2 your character level. Each time this ability is gained you may choose one of the effects listed, or any of the ones listed previously. From that point on you may spend Blaze Points to create fire-effects in that shape and type. Consult the table below for more detailed effect descriptions.
Melee Attack: In order to use this ability you must have a source of fire within reach of your weapon. Each Blaze Point spent as part of an attack adds 1d6 fire damage to that attack. You can still only spend a number of Blaze Points each round equal to 1/2 your character level. If you use this ability while unarmed, you take 1d6 points of fire damage, but count as armed for the purposes of provoking attacks of opportunity.
Ranged Attack: You may cause a bolt of fire to shoot from any source of open flame within 25'+5' per level of you. Only one Blaze Point per round may be spent on this ability, but it deals 2d6 points of fire damage. This bolt of fire is treated as a ranged touch attack with a range increment of 10 feet and a 20, x2 Crit.
Radius: Fire erupts from an open flame within Short range of you in a radius of 15 feet. This deals 1d6 points of damage to all creatures in the area, Reflex save for 1/2 damage.
Ray: A small, white hot ray of fire shoots from an open flame within Short range of you. This ray requires a ranged touch attack, has a range of Long and deals 1d6 points of damage per Blaze Point spent. There is no save against this damage.
Cone: A cone of fire explodes from a source of open flame near you. This cone begins in any square the source of fire is in and effects a cone shaped area 5 feet long for every two levels you posses. The end of the cone is 5 feet wide for every 10 feet of length. every creature caught in the radius takes 1d6 points of damage for every Blaze Point spent, Reflex Save for 1/2 damage.
Burst: A tiny ball of fire leaps from a nearby open flame and explodes into a ball of fire. The range on this effect is Short (measured from the source of the fire, which must be within Short range of you), and effects a 20 diameter sphere. Creatures in teh area take 1d6 points of Fire damage per Blaze Point spent, reflex save for 1/2 damage.
Line: A line of fire erupts form a nearby source, burning everything in it's path. A line of fire originating from any open flame within Short range of you and traveling in a straight line for a distance of 10 feet per level deals 1d6 points of damage per Blaze Point spent to each creature in it's path, Reflex save for 1/2 damage.
Wave: You create a wave of fire beginning centered on a nearby source of flame, traveling along the ground in any direction and ending up to 10 feet per level away from it's point of origin. This wave is 1 foot per two character levels high and 5 feet per character level wide.
Wall: You create a wall of fire centered on a nearby source of flame. This wall is up to 10 feet per level wide and half as tall. This effect functions exactly as a Wall of Fire, except that it only deals 1D6 points of damage per Blaze Point spent on it's creation and effects creatures on both sides.
Hemisphere: A hemisphere of fire erupts from a nearby open source and hangs in the air like a barrier. The hemisphere has a radius of up to 5 feet per level, centered on any open source of flame within Short range of you. This effect functions exactly as a Wall of Fire, except that it only deals 1D6 points of damage per Blaze Point spent on it's creation and effects creatures on both sides. Creatures caught in the effect as it forms are allowed a Reflex save to negate the damage.
Burn It All: Any object or creature within Short range of you that is attempting to avoid catching fire must make saves against a DC of 10+1/2 your character level+your Charisma modifier, instead of the usual DC 15 save (as described in the environmental effects section of the Pathfinder Core Rules). In addition, creatures or objects on fire add 1/4 your character level (rounded up) to any damage they take as a result of being on fire. All your fire effects gain a chance to catch creatures and objects on fire. Any creature or object that is damaged by one of your fire-based abilities must make an additional Reflex, at the heightened save DC, save to avoid catching.
Firewalker: As a standard action while standing in, or after moving into, an open flame of your size or larger you may spend spend a Blaze Point if you do you are instantly transported to any other open flame of your size or larger within Long range.
Smoker: Your fire effects cause lingering smoke in their area for a number of rounds equal to the amount of Blaze points spent to cast them, or equal to the level of spell causing the effect. This smoke grants concealment to any creature inside it's area, but also imposes a -1 penalty to attacks and reflex saves on any creature that has to breathe or see that does not possess Fire Resistance. This duration is halved out doors and doubled in small enclosed spaces.
Backdraft: You can cause fire effects to repeat in reverse. As a standard action the round after a fire effect occurs within Short range of you, you may spent a number of Blaze points equal to 1/2 the number used to cause the original effect, or 1/2 the level of the spell or ability used to cause the original effect. If you do, you cause the effect to repeat, effecting the exact same area again. The only difference is that the fire rushes the opposite direction as it originally did. (Fireballs implode, cones suck back in on themselves, ect.) This can very effectively cause flames that had been extinguished to re-light. Any creature or object that had been on fire the round before must make a Reflex save (or object save if unattended) with a -2 penalty or catch fire again.
Corona: You may spend a Blaze Point as a free action to pull flame from any source within Short range and wreathe yourself in it. This fire does not actually touch you or your equipment. It rests a few inches away from your body and remains for 1 round per point of Charisma modifier you possess. Creatures coming in contact with this fire, take 1d6 points of damage and risk catching fire.
Flare Up: You may spend additional Blaze Points on any given effect by taking 1d6 points of damage per point beyond your maximum allowed.
White Hot: Your Fire damage treats Fire Resistance as if it were halved and even deals 1/2 damage to creatures with Fire Immunity.
Heat Death: You may slay creatures by causing them to spontaneously combust from within. This ability costs a number of Blaze Points equal to the targeted creature's Hit Points divided by 20. (if you cannot spend, or do not have the required number of Blaze Points, this ability does not function.) The creature must then make a Fortitude save (DC 10+1/2 your character level+your Charisma modifier) or die. Creatures with Fire Resistance get a bonus to the save equal to +1 per 5 points of Fire Resistance. Creatures immune to fire gain a +5 bonus, but are still effected.
Phoenix Heart: You gain the Fire subtype. in addition, if you die, you return to life within 1d6 days from the largest source of fire within 50 miles of the place where you died. The fire you are reborn from must be at least the same size you are. If there is not a large enough fire within 50 miles at the time you would be reborn, you remain dead for another 1d6 days. This process repeats a number of times equal to your Charisma modifier. If no fire of substantial size is provided during that time, you are dead forever.
(click to show/hide)
Sarcosan-
The Heavenly Host: The sarcosan "gods". They are not gods in the same way Izrador is. They are closer in nature to the greek panthon and the stories of the bible. They are many, and very human and flawed, and they do not exert their will over Erdane in any overt way. Only through their teachings in the Book of the Sahi and the signs in the stars do men know their wills. They do not want any one particular thing, they are legion, and diverse in purpose. Many Sarcosan families have a patron Rider that they offer prayers to, as well as numerous Riders that are the patrons of small, simple things like hearthfires, wind, luck, pregnancy, health, dinner, or any other important but minor aspects of life. (Feel free to make up your own Riders if your character is in anyway spiritual.) It is also common to invoke the entire Host in times where one particular Rider is not relevant or known (oaths such as "By the Host!" or "The Host take it!" are good examples of this.
Horses are reincarnated from the souls of men. They are gifts from the Heavenly Host, and also a means by which to measure personal worth. All Horses belong to the Sorshef (king), and the rights to care for them, train them, breed them and other tasks is divvied up to the Sorshef's Sworn Riders (nobles and honor guard), and then further designated from there. "Horse-rights" are the most important value a family or individual has. A Sarcosan without a horse, or the responsibility of caring for the horses of others, is a wretched thing indeed. Not all Sarcosans have a horse that they care for (no sarcosan but the Sorshef "owns" a horse), but *all* know how to ride. If a family does not have a horse, other members of the community will offer theirs to teach children with. Every sarcosan remembers and honors the horse they first learned to ride on. Sarcosan men do not become men until they have participated in the breaking of their first horse. Women break horses as well, but for men it is a right of passage. Sarcosans *never* eat horse meat. It is akin to cannibalism.
Plains Leopards: Massive cats who prey on wild horses. They range all over the plains, stealthy and slilent. They are huge, growing as large as 10 feet long and 900 pounds (slightly larger than a siberian tiger) Rather than being monsters of darkness to be feared and fought, they are revered. They take the weak, keeping the herds strong. Killing a leopard is punishable by death. The only exception to the rule is when the Sorshef or one of his council calls a Cat Hunt. This is essentially a culling of the leopard's numbers, and involves much boasting, feasting and celebration. The numbers of cats successfully killed is often very low *they are stealthy and wide ranging) but those warriors who do manage to bring one down are richly rewarded. Those who spot the cat have "first rights" to it, and engage alone (often being injured or killed in the attempt). If the cat escapes them, the rest of the hunting party is allowed to engage and run it down. Only those who have killed a leopard by themselves are allowed to wear it's pelt. These warriors are called "Felis Farai" or "Cat Warriors" and are both feared and respected.
Fog: The most powerful and terrifying of the Sarcosan superstitions. Fog kills. Everything about it is anathema to the existance of the horse-nomads. It hampers visibility and sound, making families vulnerable to ambush. It hides the ground, making it likely that a horse will fall, injuring itself or it's rider, It's dampness infects the lungs and quickly saturates silks bringing cold and illness. It depresses the spirits, which in these dark times can be equally as deadly. Most importantly though, the sarcosans believe that the fog and mist can steal souls. Those that die under it's blanket are doomed never to join the Heavenly Host and instead become trapped spirits, wandering forever in patches of mist. Evil people who are taken by the fog can become powerful and terrible spirits called Fades, who learn to control and gather the fog and use it to wreak death and havok on the plainsfolk.
Sahi Blade: Every sarcosan is given a knife blade by the elder of their family when they turn 5 summers. Before the reach adulthood they are instructed to craft for themselves a handle for the blade. This is a test of the individual's artistic, economic, and social resourcefulness. The handle is supposed to make a statement about who the sarcosan is as a person, the more impressive the better. Some seek out exotic materials, others opulent gems. Some carve effigies of animals or objects in painstaking detail (or trade a skilled artist to do it for them). Each Sahi Blade is deeply personal and a strong symbol of social standing. Once the blade is complete and they have reached adulthood, they can begin earning tassels to attach to the handle. They are made out of horsehair, ribbon, leather, or braided cord and dyed or knotted in ways that represent a certain deed. They are given like medals for good works over the course of a person's life. The blades are never used for combat, except in the case of honor duels, in which case they are the only allowable weapon.
Masks: Riders wear them for practicality, but in the best traditions of the wild west and the ninja, the mask has become an important symbol to the free sarcosans. They tend to be made of formed leather and silk, even covering the eyes with thin mesh to protect from dust while in the saddle, the mask obscures the identity and adds a fierceness to the rider. Some riders decorate their masks with studs, etchings or bleached or dyed images, words or designs.
Orphan-
The village of Hornblower's Hill is small, out of the way, and mostey completely unbothered by the troubles of the world. Once a year a Sarcosan tax collector comes, takes a share of the crops, tells the people what they should plant next season, places orders for things that need made, like baskets or cloth, and leaves. Grandfather is an old, bald, slight man of surprising spryness and clarity of wit. He is patient, thoughtful, careful, and observant. The other villagers look to him for advice, and he gives it gladly. Given the state of the world, he is a bastion of goodness in a rare secluded place. Life there is good. He has taught you read and write Courtier and Erenlander (which he has warned you never to reveal) [bonus Trait- Literate] Today you are an apprentice cook and baker for the village. You likely would be well out of your apprenticeship, but noone has brought up the fact that you should be moving into your own profession by now.
Your mother's name was Cara, and she was an Erenlander. Your father was Sarcosan and you favor his side, but she was tall, strong boned, buxom and blond, much more like a dorn. Her dark eyes and olive complexion revealed her mixed blood. She traveled with you, mostly alone. She knew many families, even staying with halfling tribes and on gnome raft-houses from time to time. She always seemed to be doing something important, but never where you could have overheard. You remember a man that she met with a few times a year, which was unique. He was an Erenlander named Garion, and you remember him being a good man, willing to talk and play with you. You overheard him once telling your mother that if anything ever happened to her or you, that she should find him in Swift Water. When the raid happened, she piled wet blankets on top of you and told you to hide until there was no more noise and no more heat. When you came out, there were a lot of bodies, badly burned. One of them might have been her, but you never knew for sure. You have burn scars on your left hand and arm where you fell into a pile of cinders while walking around dazed. You were trying to find out where Swift Water was when the halflings found you.
Halflings- Secretive, wary, savage, bloodthirsty and deeply magical people. They combine shamanism and amazing talent at stealth and earthlore to live right under the noses of the Traitor Prince's patrols. Their beasts, the Wogren, are smarter than any dog or horse, clearly understanding speech, and displaying deep love and protectiveness to their smallfolk families. It is no euphemism that halflings are raised by wolves.
SOUNDTRACK
[url=https://www.youtu
«
Last Edit: June 24, 2018, 04:54:28 AM by Ilona Ebonblade
»
Logged
arnon
Avatar of the Witch Queen
Spell Energy / Taint +8/-4
Gender:
Posts: 1,600
Re: Book of Legends (Clarion Quietus)
«
Reply #3 on:
June 10, 2010, 06:59:45 AM »
Marakal
Male Erenlander Barbarian 1
Heroic Path
Shadowed
ABILITIES
Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 8 (-1), Karma 10 (+0)
Action Points:
5
Vitality/Wound:
15/16
Speed:
40 ft.
Initiative:
+3 (2 DEX + 1 trait)
DEFENSE
Defense
17 (10 + 2 DEX + 4 Class + 1 Dodge)
CMB
+5 (1 BaB + 4 STR)
CMD
17 (10 + 1 BaB + 4 STR + 2 DEX)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
3
2-4) Torso
none
0
0
0
8
5) Right Arm
none
0
0
0
3
6) Left Arm
none
0
0
0
3
7-8) Right Leg
none
0
0
0
4
9-10) Left Leg
none
0
0
0
4
ATTACKS
BaB/Grapple
+1/+5
Melee
Unarmed +5 (1d3+4; 20/x2),
or Dagger +5 (1d4+4; 19-20/x2),
or Sturdy branch +5 (1d6+4; 20/x2)
or Handaxe +5 (1d6+4; x3)
Ranged
Dagger +3 (1d4+4; 19-20/x2; 10 ft.),
or Sturdy branch +5 (1d6+4; 20/x2; 10 ft.)
SAVES
Fort
+5 (+2 class +3 CON)
Ref
+2 (+0 class +2 DEX)
Will
+1 (+0 class +1 WIS)
SQ
Darkvision (60'), Fast Movement, Rage 7 round/day (+4 STR, +4 CON, +2 hp/lvl, +2 Will, -2 Defense), Weapon Familiarity (bastard sword)
FEATS
Power Attack (-1 Atk; +2/+3 Dmg), Cleave (standard action: extra atk., -2 AC), Dodge (+1 Defense)
TRAITS
Killer (+critc mod to dmg on crit), Survivor (+1 Initiative & Sense Motive; Sense Motive is class skill)
SKILLS
Acrobatic
+6
(1 ranks +2 DEX +3 CS)*
Climb
+8
(1 ranks +4 STR +3 CS)*
Craft (carpenter)
+5
(1 ranks +1 WIS +3 CS)*
Handle Animal
-1
(0 ranks -1 CHA)*
Heal
+1
(0 ranks +1 WIS)
Intimidate
+3
(1 ranks -1 CHA +3 CS)*
Knowledge (Central Erenland)
+4
(1 ranks +0 INT +3 CS)*
Knowledge (Nature)
+3
(0 ranks +0 INT)*
Preception
+5
(1 ranks +1 WIS 3 CS)*
Ride
+2
(0 ranks +2 DEX)*
Sense Motive
+2
(0 ranks +1 WIS +1 trait)*
Stealth
+3
(1 ranks +2 DEX)
Survival
+5
(1 ranks +1 WIS +3 CS)*
Swim
+4
(0 ranks +4 STR)*
LANGUAGES
Erelander(3)
Colonial (1)
Norther (1)
Trader's Tongue (1)
HEROIC PATH (Shadowed)
1. Body of the Shadowed, darkvision 60'
EQUIPMENT
Hunting knife
Sturdy branch (club)
Handaxe
Carried (in lbs.)
7
Carrying Capacity (in lbs.)
Light = 100 Medium = 200 Heavy = 300
Lift = 600 Drag = 1500
APPEARANCE
Height
5’7” (170 cm)
Weight
169 lb. (77 kg.)
Age
18
Marakal is 5’7” with stark black shoulder length hair, and cold piercing green eyes. His skin is of a complexion that shows clearly, if his hair was not enough, his Sarcosan parentage. His right ear is missing and he has a scar that did not heal right on his right cheek, and if you take a closer look, you will notice that his left pinky finger is only half what it should be.
BACKGROUND
(click to show/hide)
Marakal was a child of rape.
He did not have to find out about it and confront his demons at a late age; his mother told it to him practically from the day he was born till the day that she died. She did not want the child, but whenever she tried to abort the pregnancy she failed, people interrupting, bad luck, excuses did not lack. His father, as his mother told him, was a Sarcosan Legate, he came with his entourage of Orcs to their village (just west of the Forest of Sahi) looking for an Elven spy and some escaped slave. When the villagers did not cooperate, they razed the village and the Legate bored with the killing of his Orcs, raped her and her sister. The sister died.
His mother survived thanks to a group of resistance fighters, they didn’t let her die …or out of their sight. They took here with them until they found a safe place for her. She did not ask for it.
His mother kept reminding Marakal of his heritage, and instilled in him a deep hatred to the Shadows minions. But Marakal, who loved his mother, also developed hatred to Elves, blaming them for the pain his mother was put through. When he turned 12 his mother died; she was pushed out the window of their apartment on the second floor and broke her neck in the fall. The two men, who claimed she stole something from them, next beat Marakal senseless and left him there. It was not a big town and Marakal found out where one of them lived and one night crept into his house, cut his throat and burned the house down. The other one Marakal managed to track down and killed him with a rock to the head while he was pissing.
The fact that his mother did steal from these two men did not really matter to him.
Marakal started wondering the wilderness, living of what he can, and always looking out for a chance to kill the Shadows minions. One day he noticed light footsteps on the soft dirt and followed, finally finding an Elf –he knew it was an Elf- wounded and hiding under a bush. The Elf called for help with his hands and Marakal approached cautiously. He did not understand what the fey said, and neither did it matter. Marakal
killed the fey by slitting its throat, watching its blood ebb out and nourish the soil beneath it.
He did not feel much better after that, but neither did he feel too bad.
That night he fell asleep next to the body of the dead fey, its head nestled in its hands, and was rudely awaken by two Orcs. It did not matter to Marakal how they found him or what they were doing there, he fought them and fought them hard. After a not so short fight he managed to kill them but lost his right ear in the fight and his face was deeply cut…
Marakal survived.
He got away from there as quickly as possible, running for his life, as shouts in the Black Tongue were being heard over the hush of the night. When at last he could rest he attended to his wounds, and after resting for a couple of days he cut off his left pinky in half, as a cautionary remainder: Stay Alert!!!
Some months ago…
Marakal did not stop.
He was concentrating very hard on keeping walking, one step after the other, thinking of nothing else, clearing his mind. For the past couple of days, Marakal has been walking non-stop, eating only while walking, drinking only very quickly.
The Pull he felt was directed at his very center, at the very thing that he was... if Marakal did not know better he would have thought it was supernatural. No, the Pull was an emotional one, and it started a couple of days ago when an old man patted him gently on the shoulder while he traded with a local farmer, and said: "Rashi, I was so sorry to hear about your father, he was a great ma...." A shiver went down Marakals' spine and the old man recognized his mistake; but Marakal followed him to a black alley and convinced him to tell him what he meant: Marakal was very much similar in look to a young legate, son of a Great Legate who supposedly died recently... the old man has seen him not a month ago heading with a contingent of Orcs to the mountains.
But he was not ready for the mountains: hungry, tired, and with no proper clothing the mountains won easily over him. When he came too he was in the company of dwarves…
«
Last Edit: September 30, 2010, 02:35:22 PM by Doomed Hero
»
Logged
Exile
Bane of Legates
Spell Energy / Taint +6/-0
Posts: 933
Re: Book of Legends (Clarion Quietus)
«
Reply #4 on:
June 10, 2010, 07:37:09 AM »
Amethyst
Race: Erenlander
Class: Factotum
Level: 3 (working on advancing to 4)
Profession: Merchant, wise woman, and storyteller
Alignment: Neutral Good, with some Chaotic tendencies
Bodycast:
Kat Dennings
Theme:
Enya - Only Time
Appearance:
(click to show/hide)
Age: 21
Hair: Brown, straight, upper back
Eyes: Grey-blue
Height: 5'4"
Weight: 115lb
Smallish, pale-skinned, and dark-haired, just about all that many people see of Amethyst are her broad-brimmed hat, the leather half-mask she standardly wears across her lower face for tramping along the dusty trails, and her travel-stained calf-length duster. When accosted by servants of the Shadow, she keeps her gaze low, and makes sure to have her collection of permits ready to hand.
Beneath it all, she's pretty, curvy, unusually clean-living (she even has all her teeth), with gentle hands and light feet. Wholly lacking the air of menace associated with most people who venture out alone into the world, she instead appears to trust to her amiable charm and a surprising faith in the kindness of strangers to see her through.
Attributes:
(click to show/hide)
Strength: 8 (-1)
Dexterity: 13 (+1)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 18 (+4)
(Level 4 bonus point: Charisma)
Karma: 16
Action Points: 14
Inspiration Points: 3
Combat Scores, Armour and Health:
(click to show/hide)
Base Attack Bonus: +3
Melee Attack: +2
Missile Attack: +4
Initiative: +1
Defence: 16 (10 + 4 (Class) +1 (Dex) +1 (Armour)) / 17 with shield
Combat Maneuver Bonus: 2 (3 (BAB) -1 (Str))
Combat Maneuver Defence: 13 (10 +3 (BAB) -1 (Str) +1 (Dex))
Vitality: 32 (includes +2 Christmas 2017 bonus)
Wounds: 10
Helm: Leather (heavy hat, with reinforced skullcap inside). 10% fortification versus head hits.
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Leather
1
1
2
2
2-4) Torso
Leather
1
1
2
4
5) Right Arm
Leather
1
1
2
2
6) Left Arm
Leather
1
1
2
2
7-8) Right Leg
Leather
1
1
2
2
9-10) Left Leg
Leather
1
1
2
2
Saves and Miscellaneous Stats:
(click to show/hide)
Speed: 30' (20')
Carrying Capacity: (Italics denote effects of
masterwork backpack
)
Light: 26 --
30
Med: 53 --
60
Heavy: 80 --
90
Lift: 160lb
Drag: 400lb
Fortitude Save: +1
Reflex Save: +5 (+4 base, +1 Dex)
Will Save: +2 (+1 base, +1 Carefully Hidden) Extra +1 vs fear, and +2 vs divination effects
Class Features:
(click to show/hide)
Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough. To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1–1).
Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
Trapfinding (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).
Arcane Dilettante (Sp): A vague understanding of magic: with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. Spend 1 inspiration point to mimic a spell as a spell-like ability. At the start of each day, choose a number of spells from the sorcerer/ wizard spell list based on your factotum level (see Table 1-1 for # per day and maximum level). You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day. You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal. If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.
Currently: 2 cantrips or first-level spells per day
Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe
Cunning Strike (Ex): With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level. (NB: May stack with Cunning Insight on damage roll, though CI can't stack with itself)
Feats:
(click to show/hide)
Combat Advice: Spend move action to give an ally +2 competence bonus in combat, so long as s/he can hear and understand me. Stacks with things like flanking bonuses.
Favoured Region: Central Erenland. +2 to Survival checks in area, +2 to Knowledge: Nature regarding it. Knowledge - Local (Central Erenland) is a class skill.
Friendly Agent: +4 Sense Motive to determine allegiance of Shadow agents; +4 Diplomacy to persuade opponents of Shadow of own allegiance
Inconspicuous: +2 Bluff, Diplomacy, Sense Motive, and Stealth vs Shadow's agents
Traits: traded in for 2 extra Traits
Proficiencies: simple and martial weapons; light armour; shields (except tower). Treat cedeku as a martial weapon.
Heroic Path: Heavensent (
http://www.againsttheshadow.org/index.php?topic=1649.msg16660#msg16660
)
(click to show/hide)
1. Heavenly Aura: Your physical self is infused with benevolent energy; your very presence inspires relief and hope. A Heavensent character has the good subtype, as though he were an outsider. The character's alignment must be lawful good, neutral good, or chaotic good. NPC's are naturally influenced to trust and like a blessed character. When the blessed is first encountered, the attitude of a non-evil NPC improves by one step (e.g., from friendly to helpful).
2. Detect Evil: At will, use Detect Evil, as the spell. As a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. This focuses upon one individual or object: the character does not Detect Evil in any other object or individual within range.
3. Smite Evil (Once per day): Swift action to select one target - if target is evil, then gain following bonuses: add Cha bonus to hit; add level to damage; gain deflection bonus equal to Cha modifier vs attacks made by target; remains in effect till target is dead, or character rests and regains use(s) of this ability. If aimed against non-evil target, has no effect, and depletes a use of the ability.
4. +1 Charisma.
Traits:
(click to show/hide)
Badland Highlander:
Born and raised in dangerous hills.
+1 to Stealth, extra +1 in hilly or rocky terrain.
Bearer of Hope:
The Meaning of Hope lies within her mind.
+1 to Diplomacy with Good creatures and +1 to Will saves against fear effects.
Bearer of Truth:
The Meaning of Truth is carried within
. +2 to Sense Motive to determine if someone is lying to her. Spells and effects that reveal lies, dispel illusions or determine falsehoods are cast at +1 Caster Level.
Carefully Hidden:
Uncanny knack for avoiding detection.
+1 to Will saves, +2 vs divination effects.
Charming:
Blessed and cursed with good looks.
+1 Bluff & Diplomacy vs those attracted; also +1 for any language-dependent spell save for such targets.
Chivalrous:
Raised on stories of heroism, and eager to emulate them.
+1 to Diplomacy and Knowledge (History)
Skills:
(click to show/hide)
Skill Name
Total
Att
Rank
Misc
ACP
Class
Conditional Bonuses (
add all that apply
)
Acrobatics (Dex)
+10
1
1
5
0
3
Appraise (Int)
+9
5
1
0
0
3
Bluff (Cha)
+9*
4
3
0
0
3
+1 vs attracted; +2 vs Shadow
Climb (Str)
+8
-1
1
5
0
3
Craft - Alchemy (Int)
+10
5
2
0
0
3
Diplomacy (Cha)
+10*
4
3
1
0
3
+1 vs attracted; +1 vs Good; +2 vs shadow; +4 get trust of opponents of Shadow; non-Evil: attitude +1 step on 1st meeting
Disable Device (Dex)
+10
1
1
5
0
3
Disguise (Cha)
+7
4
1
0
0
3
Heal (Wis)
+5
0
2
0
0
3
Intimidate (Cha)
+8
4
1
0
0
3
Knowledge - Arcana (Int)
+9
5
1
0
0
3
Knowledge - Central Erenland (Int)
+9
5
1
0
0
3
Knowledge - Geography (Int)
+10
5
2
0
0
3
Knowledge - History (Int)
+10
5
1
1
0
3
Knowledge - Nature (Int)
+9*
5
1
0
0
3
+2 Central Erenland
Knowledge - Shadow (Int)
+11
5
3
0
0
3
Linguistics (Int)
+11
5
1
2
0
3
Perception (Wis)
+4
0
1
0
0
3
Perform - Oratory (Cha)
+9
4
3
0
0
3
Sense Motive (Wis)
+6*
0
3
0
0
3
+2 vs Shadow; +4 spot Shadow agent; +2 detect lies
Spellcraft (Int)
+10
5
2
0
0
3
Stealth (Dex)
+13*
1
3
6
0
3
+1 hills or rocks; +2 vs Shadow; +5 for Elven cloak
Survival (Wis)
+5*
0
2
0
0
3
+2 Central Erenland
Level 2
: 14 points: 6 (class) + 2 (Erenlander) + 5 (Int) + 1 (Favoured Class)
New skills (5): Disable Device, Heal, Knowledge - Central Erenland, Knowledge - Nature, Spellcraft
Extra points to go into: Bluff, Craft - Alchemy, Diplomacy, Perform - Oratory, Sense Motive, Heal, Stealth, Knowledge - Shadow
Point to go into language: Colonial
Level 3
: (Brains over Brawn adds Int bonus to all Dex & Str skills)
New skills (2): Acrobatics, Climb
Extra points to go into (10): Bluff, Diplomacy, Heal, Knowledge - Geography, Knowledge - Shadow, Perform - Oratory, Sense Motive, Spellcraft, Stealth, Survival
Points to go into language (2): Courtier, Old Dwarven
Christmas 2017 bonus skill point
: Old Dwarven
Level 4
: New Skills (2): Intimidate, Knowledge - Engineering
Extra points to go into (8): Bluff, Diplomacy, Knowledge - Shadow, Perform - Oratory, Sense Motive, Spellcraft, Stealth, Survival
Points to go into languages (4): Courtier, High Elven, Norther; Literacy in Courtier
Note: * indicates that circumstantial modifiers might need added: see Feats and Traits for full details
Languages:
(click to show/hide)
Erenlander
: Fluent (Native)
- Literate
Black Tongue
: Pidgin (Full fluency - artificial, simple language)
Colonial
: Fluent
- Literate
Courtier
: Basic
- (Can read alphabet)
High Elven
: Pidgin (Insufficient for use, due to complexity of language)
Norther
: Basic
Old Dwarven
: Fluent
Trader's Tongue
: Fluent
- Literate
Note: 3 extra Fluent languages: +3 competence bonus to Linguistics
Alphabets:
Sarcosan (full 30, and Erenlander 23)
Simplified Elven
Equipment:
(click to show/hide)
Magical:
- Small glass mirror: set into a spring-hinged wooden case that's beautifully carved and polished. Permanent Detect Poison effect upon things shown in reflection. Also reveals disease the same way, and Grandmother said that it revealed the meaning of reflected words. Can also be used to gain a +5 bonus on attempts to see through magical disguise or shape change. Will grant extra benefits if broken: "it will conceal the truth of your intentions and identity".
- Blood of Father Sun: a gift from Dola: a metal phial containing a glowing liquid; when unstoppered, it emits True Daylight in 60' radius. Drinking as a potion would have presently-unknown effects.
- Elemental Gem (Fire): reddish agate - the size of a baseball; something about it resonates to Siobhan. When crushed, smashed or broken will summon a Large elemental (as if by Summon Nature's Ally spell: range 25' + 5' per 2 levels; lasts 1 round per level); elemental is automatically under the control of the summoner.
- Lesser Charms: Grass cat - Break to gain a +2 to all Stealth checks for 1 minute. (x2)
Leopard - Break to gain a +2 on all reflex saving throws for 1 minute.
- Greater Charms: Intricately carved monkey - Break to gain a +2 on all climb checks for 10 minutes.
Horse - Gain the effects of the Endurance feat for 1 hour.
Special:
- Alchemical equipment (5lb) (Stripped-down version of a portable lab, in pockets and pouches; enhanced with gifts from Dola - now grants +1 when fully set up and prepared)
- Elven Cloak (1lb) +5 to Stealth checks
- Elven Shortsword, Masterwork (2lb)
- Elven travelling clothes (5lb?)
- Improved Masterwork Alchemically-Silvered Cedeku (3lb) +1 to hit, normal damage, counts as silver vs Astiraxes and similarly-vulnerable entities (usually concealed under duster, behind back and under pack) Inscribed in Courtier: "
The past is a lesson. The present is the gift. The future is your motivation.
"
- Lockpicks (1lb?) Improved Masterwork: +4 to Disable Devices checks; +1 hardness & +10 hit points due to difficulty to bend or break.
Worn: (16lb)
Explorer's clothing & Leather armour (15lb) (assorted good-quality travelling gear, for the most part), including wide-brimmed hat and a duster; now with the addition of
an Elven cloak (1lb).
Masterwork Backpack (4lb) -- Presently totals 27lb (not including food)!
- Backpack (2lb)
- Bedroll (5lb)
- Cooking Kit (2lb) (Oddly-stained, and chiefly used for alchemy)
- Trail Rations (5lb) 5 days of food (varying constantly!)
- Waterskin (4lb)
- 10 sling bullets (5lb) (in a pouch hung on the outside of the pack)
- 2 sacks of herbal tea (32 doses)
- Light wooden shield (5lb) (Hung from outside)
Carried: (5 1/2lb)
Chalk (-) (A small assortment of colours and consistencies, for both writing and alchemical use)
Flint and Steel (-)
Great Sling (1lb) (generally worn as a belt on the duster)
Quarterstaff (4lb) (walking staff)
Scroll case (1/2lb) with permits for simple weaponry and travel
Found on the Plains:
16 days of trail rations
1 short bow and 17 arrows.
1 cedeku
2 waterskins
1 scimitar
a belt pouch containing 18 gold coins of sarcosan print
One pack, formerly belonging to a sworn rider serving as courier for one of the newer Traitor Princes of the area, Daru Nishpa. The papers are from a recent date and appear to be unmarred in any way. They allow for entry into any city and should stop any molesting from Orcs within the Princes territories. Circumstance bonuses: +10 Diplomacy, +6 Intimidate in areas where Jahzir's vassal princes have authority / do business.
Total Weight: 68 1/2lb (Heavy encumbrance)
Can drop staff and backpack, and drop burden to 24 1/2lb - restoring full movement.
Background:
(click to show/hide)
Just a hasty outline at present.
Raised by the Keepers of the Key (especailly Grandmother) at Hornblower's Rest in the foothills of the Kaladruns.
Educated in various forms of lore, including philosophy and ethics.
Believes herself to be the descendant of noble lineages of Erenland (from families affiliated to Torbault and Orin), and to have a blood-responsibility to uphold the old ideals.
Also taught arts of stealth and disguise.
Equipped to serve as an agent and courier, openly passing through Shadow-held lands.
Operates primarily as a wise woman, providing herbal remedies, basic health advice, assistance in purifying water, etc - dealing with Shadow forces as well as locals.
Secondary occupation of a storyteller - specialising in uplifting tales of the sort that the Legates want people to believe about the High King of Erenland and the Church.
Those tales have an undercurrent of subversion, however - promoting honesty and communal effort, hinting that the legates depend upon cooperation of "good citizens" to hold their sway (all the Lawful Neutral elements of the Shadow's public face), while also cautioning against direct dissidence and offering hints on the limits of Shadow abilities.
Edit: Part-way through moving to 4th! Still need to complete: long-overdue equipment update, skill totals
«
Last Edit: June 24, 2018, 09:54:25 AM by Exile
»
Logged
Ex infernis, spes
Amethyst's Combat Stats
Sholano
Bane of Legates
Spell Energy / Taint +3/-0
Gender:
Posts: 589
Re: Book of Legends (Clarion Quietus)
«
Reply #5 on:
July 08, 2010, 03:31:15 AM »
Dorin Redgard
Race:
Dorn
Class Levels:
Barbarian 3
Favored Class:
Barbarian
Heroic Path:
Juggernaut
Bodycast:
A young, blond
Lou Ferrigno
Theme:
Out of My Way
by Seether
Appearance and Personality
(click to show/hide)
Age: 19 winters
Hair: Blond, ear length
Height: 6' 10"
Eyes: Blue
Weight: 297 lbs
Towering over most men, Dorin is huge even by Dornish standards. Years shipbound have given him a rolling gait unusual to a man of his size, but it doesn't seem to hamper him. Used to objects occasionally breaking around him, he moves slowly most of the time, planting his feet carefully and rarely making abrupt movements, although sometimes things or people in his way are simply moved aside without a word. His hair is short, brushing his ears, but he is not clean-shaven as one normally expects from a Dorn.
There is very little that Dorin does halfway. Often slow to make a decision, when he finds himself pointed at a course of action, he pursues it single-mindedly as a glacier, and deals with obstacles in much the same way as the ancient walls of ice; they can move aside, or be ground to dust. The same applies to the happier times in life, though - he has a laugh that can bark out loud as thunder, and uses it often.
Attributes:
(click to show/hide)
Str:
19 (+4)
Dex:
15 (+2)
Con:
15 (+2)
Int:
10 (0)
Wis:
8 (-1)
Cha:
10 (0)
Kar:
10 (0)
Combat Stats
(click to show/hide)
Vitality Points:
36
Initiative:
+2 (Dex)
BAB:
+1
CMB:
+5 = 4 (Str) +1 (BAB)
CMD:
18 = 10 +4 (Str) +2 (Dex) +1 (BAB) +1 (Brute Strength)
AC:
16 = 10 +2 (Dex) +4 (Defense Bonus) +2 (Leather Armor)
Action Points:
5
Armor
(click to show/hide)
(All DR increased by one from Invulnerable Rager)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
None
1
1
1
4
2-4) Torso
Leather
2
2
3
8
5) Right Arm
Padded
1
1
1
4
6) Left Arm
Padded
1
1
1
4
7-8) Right Leg
Leather
2
2
3
5
9-10) Left Leg
Leather
2
2
3
5
Saves and misc.
(click to show/hide)
Fort:
6 = 3 (Barbarian) + 2 (Con) +1 (Dorn)
Ref:
3 = 1 (Barbarian) + 2 (Dex)
Will:
1 = 1 (Barbarian) -1 (Wis) +1 (Stubborn trait)
Carrying capacity
(effective 22 str w/ brute strength and "You Will Move")
Light: 173
Medium: 174-346
Heavy: 347-520
Lift: 1040
Drag: 2600
Speed:
30 = 30 (human base)
Feats
(click to show/hide)
Two-Weapon Fighting [1st level]
Improved Unarmed Strike [Dorn bonus feat]
Power Attack [3rd level]
Traits
(click to show/hide)
Stubborn: +1 to Will saves
Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Equipment
(click to show/hide)
Leather Jerkin (7 lbs)
Leather Pants (8 lbs)
Padded Shirt (4 lbs)
Pack (2 lbs)
Trail Rations (5 days) (5 lbs)
Earthbreaker (14 lbs)
Heroic Path bonuses
(click to show/hide)
Link to
Juggernaut
Level 1: Brute Strength +1
Level 2: Show of Strength: Surge of Power
Level 3: Ignore Hardness 1
Class Features
(click to show/hide)
1 Favored Class Level = 1/4 bonus Rage Power
Barbarian Level 1: Rage 4+Con rounds/day, Destructive (Alternative Breaker class feature)
Barbarian Level 2: +2 rounds of Rage/day, Rage Power (Strength Surge), DR 1/- (Alternative Invulnerable Rager class feature)
Barbarian Level 3: +2 round of Rage/day, Extreme Endurance: Cold, Cold Resistance 1 (Alternative Invulnerable Rager class feature)
Skills
: 18 pts = 12 (barbarian 2) + 3 (Dorn) + 3 (Favored Class)
(click to show/hide)
{C}Acrobatics = 6 = 1 (rank) + 2 (Dex) + 3 (class)
Appraise = 0
Bluff = 0 {+5 for passing/receving secret messages}
{C}Climb = 10 = 3 (rank) + 4 (Str) + 3 (class)
{C}Craft = 0
Diplomacy = 0
Disable Device = n/a (untrained)
Disguise = 0
Escape Artist = 2 (Dex)
Fly = 2 (Dex)
{C}Handle Animal = 4 = 1 (rank) + 0 (Cha) + 3 (Class)
Heal = -1 (Wis)
{C}Intimidate = 5 = 3 (rank) + 3 (class)
Knowledge (Arcana) = n/a (untrained)
Knowledge (Dungeoneering) = n/a (untrained)
Knowledge (Engineering) = n/a (untrained)
Knowledge (Geography) = n/a (untrained)
Knowledge (History) = n/a (untrained)
Knowledge (Local) = n/a (untrained)
{C}Knowledge (Nature) = 4 =1 (rank) + 3 (class)
Knowledge (Nobility) = n/a (untrained)
Knowledge (Planes) = n/a (untrained)
Knowledge (Religion) = n/a (untrained)
Knowledge (Shadow) = n/a (untrained)
Linguistics = n/a {untrained} {+1 competence, 1 extra fluent language}
{C}Perception = 5 = 3 (rank) + 3 (class) -1 (Wis)
Perform = 0
{C}Profession (Sailor) = 3 = 1 (rank) + 3 (class) - 1 (Wis)
{C}Ride = 6 = 1 (rank) + 2 (dex) + 3 (class)
Sense Motive = -1 (Wis)
Sleight of Hand = n/a (untrained)
Spellcraft = n/a (untrained)
Stealth = 2 (Dex)
{C}Survival = 3 = 1 (rank) = 3 (class) -1 (Wis)
{C}Swim = 10 = 3 (rank) + 4 (Str) + 3 (class)
Use Magic Device = n/a (untrained)
Languages
(click to show/hide)
Fluent Norther
Fluent Erenlander
Basic Trader's Tongue
Pidgin Colonial
GM awards
(click to show/hide)
You Will Move
: +2 to Strength for purposes of determining encumbrance values, and +1 to CMB when performing push, pull, or Reposition combat maneuvers.
«
Last Edit: June 09, 2017, 08:49:48 AM by Sholano
»
Logged
"You want me to what?! ... Gimme a minute."
Dorin's combat data
|
Dorin's character sheet
TwiceBorn
Editor
Spell Energy / Taint +4/-0
Gender:
Posts: 668
Re: Book of Legends (Clarion Quietus)
«
Reply #6 on:
August 25, 2010, 11:29:49 PM »
Kjellan Hargund Gale oth'Durgis
Race: Dwarrow
Class Levels: Defender 1
Favoured class: Defender
Heroic Path: Quickened
Favoured region: Kaladruns
Bodycast:
Phil Fondacaro
Theme:
http://www.youtube.com/watch?v=qeWTsbkw57E
Appearance
(click to show/hide)
Age: 55?
Hair: Black, shaggy, shoulder-length
Height: 3'8
Eyes: Blue
Weight: 50 lbs
Kjellan stands 3’8 and weighs about 50 lbs. -- an apparently taller and somewhat stockier than average gnome. His skin is deeply tanned, from countless days spent in the great outdoors. He tries to conceal his muscular (by gnomish standards)arms and chest beneath a garish, yellow and green, long-sleeved vest that bears the Gale crest on the shoulder (supplemented by heavy padding underneath). Given the respect the dwarves of Durgis Rock accord him and his father, Wendell, the dwarrow is only too proud to wear the vivid colours he was given by the latter on the return journey from the Ghost Raft to Durgis Rock (which contrast sharply with the more subtle earth tones he used to wear among his mother’s people).
Kjellan wears baggy blue trousers that only go as far as mid-calf, and seldom wears shoes or boots. The few possessions that Kjellan has are heavily used and unremarkable (see equipment list). He keeps his pair of dasdana--a gift from Otter and Star--carefully concealed under the sleeves of his vest. He also highly values the inutek that they gave him when he departed the Ghost Raft.
Kjellan has eyebrows that tend to be bushier than the average gnome, and despite his attempts to grow a long and thick dwarven beard, all he has managed thus far has been a short, scraggly and sad excuse (by dwarven standards) for a beard. His brown-black hair has some kinks in it and droops over his crystal blue eyes, and is roughly parted to the side. He has a long and somewhat bulbish nose.
Attributes:
(click to show/hide)
Str: 14 (+2)
Dex: 16 (+3)
Con: 13 (+1)
Int: 10 (0)
Wis: 12 (+1)
Cha: 16 (+3)
Kar: 12
Combat Stats
(click to show/hide)
Vitality Points: 0/9 (1d8 + 1 CON) + 10 temporary hp from Durgis - 7 fell bite to shoulder - 10 fall from cliff - 1 cold
Wounds: 11/13 (2 of 3 points of damage from fell goblin javelin)
Initiative: +9 (+3 Dex + 4 Improved Init + 2 heroic path)
BAB: +1
CMB: +2 (+4 heroism) = 2 (Str) +1 (BAB) - 1 (size) +2 heroism
CMD: 15 = 10 +2 (Str) +3 (Dex) +1 (BAB) - 1 (size)
AC: 23 (24 vs. orcs) = 10 +3 (Dex) +6 (Defense Bonus) + 1 (natural/racial) + 1 (class bonus)+ 1 (size) + 1 (padded armour) + 1 (vs. orcs/racial)
Touch AC = 22 (23 vs. orcs)
Flat-footed AC = 19 (20 vs. orcs)
Action Points: 4/5
Rhiann's extended heroism spell: +2 to attack rolls
Unarmed strike: Attack = +4 (+1 BAB + 2 Str + 1 size); Damage = 1d4 + 2 (Str) (additional + 1 to damage when flanking from dirty fighter trait); Crit = 20; Type = B.
Woden's waraxe: Attack = +5 or (+1 BAB +2 Str +1 size +1 mwork); Damage = 1d10 + 3 (+2 Str + 1 special/mwork) (additional +1 to damage when flanking due to dirty fighter trait); Crit = 20 x 3; Type: S.
Light pick: Attack = +4 (+1 BAB + 2 Str + 1 size); Damage = 1d3 + 2 (Str) (additional +1 to damage when flanking due to dirty fighter trait); Crit = 18-20; Type = P.
Handaxe: Attack = +4 (+1 BAB + 2 STR + 1 size); Damage = 1d4 + 2 (Str) (additional +1 to damage when flanking due to dirty fighter trait); Crit = 19-20.
Inutek: Attack = +5 (+1 BAB + 3 Dex + 1 size); Damage = 1d2 + 2 (STR) (additional +1 to damage when flanking due to dirty fighter trait); Range = 20 ft; Crit = 20; Type = Piercing. Special: On successful hit, make ranged trip attack against target, and size penalty for being smaller than medium is reduced by 4.
Quarterstaff: Attack = +4 (+1 BAB + 2 Str + 1 size); Damage = 1d4 + 3 (Str + 2-handed) (additional +1 to damage when flanking due to dirty fighter trait); Crit = 20; Type = B.
Sling: Attack = +5 (+1 BAB + 3 Dex + 1 size); Damage = 1d3 + 2 (Str) (additional +1 to damage when flanking due to dirty fighter trait); Range = 50'; Crit = 20; Type = B.
Dagger (melee): Attack = +4 (+1 BAB + 2 Str + 1 size); Damage = 1d3 + 3 (+2 Str + trait) (additional +1 to damage when flanking due to dirty fighter trait); Crit = 19-20; Type = S/P.
Dagger (thrown): Attack = +5 (+1 BAB +3 Dex + 1 size); Damage: 1d3 + 3 (+2 Str + trait) (additional +1 to damage when flanking due to dirty fighter trait); Crit. = 19-20; Type = P.
Armor
(click to show/hide)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
2
2-4) Torso
Padded armour (soft)
0
0
0
5
5) Right Arm
Dasdana
(2)
(2)
(2)
(2)
6) Left Arm
Dasdana
(2)
(2)
(2)
(2)
7-8) Right Leg
Padded armour (soft)
0
0
0
3
9-10) Left Leg
Padded armour (soft)
0
0
0
3
Saves and misc.
(click to show/hide)
Rhiann's heroism spell = +2 all saves
Fort: +1 (+3 vs. spells, spell-like abilities and poison) = 0 (defender) + 1 (Con) +2 (Dwarrow)
Ref: +3 (+5 vs. spells and spell-like abilities) = +2 (Defender) + 3 (Dex) + 2 (Dwarrow)
Will: +1 (+3 vs. spells and spell-like abilities) = 0 +1 (Wis) +2 (Dwarrow
Carrying capacity (STR 14 x 3/4)
Light: 43.5
Medium: 44-87
Heavy: 88-121
Lift over head: 121
Lift off ground: 242
Drag: 605
Speed: 15 (med. enc.) = 20 (Dwarrow base)
Feats
(click to show/hide)
Improved Initiative (1st level)
Improved Unarmed Strike (Part of Defender Master Strike ability)
Traits
(click to show/hide)
Dirty fighter: +1 to damage when flanking (multiplied on critical hit)
Student of stone: +1 to Knowledge (architecture and engineering) checks, and skill is always considered class skill.
Equipment
(click to show/hide)
Backpack (0.5 lbs)
Flint and steel (-)
10 Fish hooks (-)
Fishing line (-)
Fishing net (5 lbs.)
Bedroll (1.5 lbs.)
Waterskin (1 lbs.)
7 days rations (2 lbs.)
Belt pouch (-)
Whetstone (1 lbs.)
Signal whistle (-)
Traveler's outfit (1.5 lbs.)
Inutek (3 lbs.)
Light pick (1 lbs.)
Hand axe (1 lbs.)
Dagger (0.5 lbs.)
Drop sheath (0.5 lbs.)
Sling + 20 stones (10 lbs.)
10 pieces of chalk (-)
30' rope (7 lbs.)
Padded armour (5 lbs.)
Dasdana (?)
Translation charm (needs to be charged by light of the moon - each hour exposed to moon = 1 hour of translation time; must be placed under tongue for it to work)
Masterwork chain shit (currently in backpack) - 12.5 lbs.
Durgis's Helm -
Woden's mithril/masterwork waraxe (wield 2-handed, no size penalty) - 8 lbs.
Total weight: 61 lbs.
Heroic Path bonuses
(click to show/hide)
Quickened
Level 1: Initiative +2
Skills: 5 pts = 4 (defender 1) + 1 (Favored Class)
(click to show/hide)
Rhiann's heroism spell = +2 all skill checks
{C}Acrobatics = +3 = +3 (Dex)
Appraise = 0 / +2 = 0 (+2 stone cunning, for appraisal of stone or metal items)
{C}Bluff = + 7 = +3 (CHA) + 1 (rank) + 3 (trained)
{C}Climb = +4 = + 2 (Str) + 2 (mountaineer/dwarf-raised)
{C}Craft = 0 (+2 to craft stone or metal items)
Diplomacy = +3 (Cha) (Axe of Durgis = diplomacy tool vs. dwarves)
Disable Device = n/a (untrained)
Disguise = +3 (Cha)
{C}Escape Artist = +3 (Cha)
Fly = +3 (Cha)
{C}Handle Animal = n/a (untrained)
Heal = +1 (Wis)
Intimidate = +3 (Cha)
Knowledge (Arcana) = n/a (untrained)
Knowledge (Dungeoneering) = n/a (untrained)
Knowledge (Engineering) = +5 = 1 (rank) + 3 trained + 1 (trait)
Knowledge (Geography) = n/a (untrained)
Knowledge (History) = n/a (untrained)
{C}Knowledge (Local) = n/a (untrained)
Knowledge (Nature) = n/a (untrained)
Knowledge (Nobility) = n/a (untrained)
{C}Knowledge (Shadow) = n/a (untrained)
Knowledge (Spirits) = n/a (untrained)
{C}Linguistics = n/a (untrained)
{C}Perception = +1 (Wis)
Perform = +3 (Cha)
{C}Ride = +3 (Dex)
{C}Sense Motive = +5 / +10 = +1 (Wis) + 1 (rank) + 3 (class) +5 (secret messages - trait)
Sleight of Hand = n/a (untrained)
Spellcraft = n/a (untrained)
{C}Stealth = +11 = +3 (Dex) + 1 (rank) + 3 (class) + 4 size
Survival = +1 (Wis)
{C}Swim = +3 = +2 (Str) + 1 (trait)
Use Magic Device = n/a (untrained)
Languages
(click to show/hide)
Fluent Old Dwarven
Fluent Durgis Clan Dialect
Basic Trader's Tongue (incl. 1 rank)
Background
(click to show/hide)
I was born and lived the first half of my life on the Ghost Raft, in the Ardune. My
mother, Nalla Durgis, was a merchant back before the war when gnomes and dwarves were still close and travel was fairly easy. When the war broke out she was trapped away from the mountains. She ended up on the Ghost Raft where she lived for almost 70 years. She met Wendle there, and I was conceived some time later.
As an adolescent growing up on the raft, a pair of dwarrow brothers named Otter and Star, taught me how to fight with my bare hands and common tools or simple weapons. They taught me to hit where it hurts the most, and that surviving is far more important than fighting honourably. As one of the only other dwarrow on the raft, Otter and Star took a liking to me. This apparently was impressive to many people on the raft, especially the halflings, though I never knew why. I also learned the little bit I remember of the Trader’s Tongue during this time.
«
Last Edit: January 29, 2014, 11:14:36 PM by TwiceBorn
»
Logged
http://www.againsttheshadow.org/index.php?topic=2335.msg22390;topicseen#new
neverfox
Insurgent Commander
Spell Energy / Taint +0/-0
Gender:
Posts: 462
Re: Book of Legends (Clarion Quietus)
«
Reply #7 on:
September 30, 2010, 02:31:54 PM »
Ivy
Race:
Halfling-raised Elfling
Heroic Path:
Wyrd
Class:
Rogue (Favored Class)
Level:
2 (Level-Up In Progress)
Alignment:
Chaotic Good
Occupation:
Abolitionist and walking wild-magic zone
Bodycast:
Bryce Dallas Howard
Theme:
Imogen Heap - Hide and Seek
Appearance:
(click to show/hide)
Size:
Small
Age:
60
Gender:
Female
Height:
4'2"
Weight:
52 lb.
Hair:
See Bodycast
Eyes:
Green - This is why she received her name.
Attributes:
(click to show/hide)
Ability
Final
Mod
Starting
Race
STR
8
-1
10
-2
DEX
18
+4
14
+4
CON
14
+2
16
-2
INT
14
+2
14
-
WIS
10
+0
10
-
CHA
16
+3
14
+2
Karma:
12
Action:
10
Combat and Health:
(click to show/hide)
Stat
Value
INIT
+4
= 4 (Dex)
AC
20
= 10 + 3 (Defense) + 2 (Armor) + 4 (Dex) + 1 (Size)
AC - Flat-Footed
16
= 10 + 3 (Defense) + 2 (Armor) + 1 (Size)
AC - Touch
18
= 10 + 3 (Defense) + 4 (Dex) + 1 (Size)
BAB
+1
MELEE
+6
= 1 (BAB) + 4 (Dex) + 1 (Size)
RANGED
+6
= 1 (BAB) + 4 (Dex) + 1 (Size)
CMB
+4
= 1 (BAB) + 4 (Dex) - 1 (Size)
CMD
17
= 10 + 1 (BAB) - 1 (Str) + 4 (Dex) - 1 (Size)
VIT
17
= 13 (HD) + 2 (Con) + 2 (FC)
WOUND
14
= 14 (Con)
Weapons and Attacks:
(click to show/hide)
Weapon
Use
Wielded
Attack
Damage
Critical
Range
Type
Special
Atharak
Melee
2-Handed
+6
1d4-1
20
10'
B
Adjacent, Trip
Atharak
Melee
2-Weapon Primary
+4
1d4-1
20
-
B
Adjacent, Trip
Atharak
Melee
2-Weapon Off-Hand
+4
1d4-1
20
-
B
Adjacent, Trip
Dagger
Melee
1-Handed
+6
1d3-1
19-20
-
P or S
Dagger
Melee
2-Weapon Primary
+4
1d3-1
19-20
-
P or S
Dagger
Melee
2-Weapon Off-Hand
+4
1d3-1
19-20
-
P or S
Dagger
Thrown
1-Handed
+6
1d3-1
19-20
10'
P or S
Longbow
Ranged
2-Handed
+6
1d6-1
19-20
100'
P or B
Armor:
(click to show/hide)
Armor: Halfling leather (+1 AC, +1 Slash DR)
Helm: Padded ruana hood (10% fortification)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Padded (soft)
0
0
0
3
2-4) Torso
Leather (soft)
1
1
3
9
5) Right Arm
Leather (soft)
1
1
3
3
6) Left Arm
Leather (soft)
1
1
3
3
7-8) Right Leg
Leather (soft)
1
1
3
4
9-10) Left Leg
Leather (soft)
1
1
3
4
Saves and Miscellaneous Stats:
(click to show/hide)
FORT
+4
= 2 (Con) + 1 (Race) + 1 (Trait)
REF
+8
= 3 (Class) + 4 (Dex) + 1 (Race)
WILL
+2
= 1 (Wis) + 1 (Race) + 1 (Trait)
Stat
Value
Speed:
30 ft. / x4
Light:
20 lb.
Medium:
40 lb.
Heavy:
60 lb.
Lift (over head):
60 lb.
Lift (off ground):
120 lb.
Push/Drag:
300 lb.
Class Features:
(click to show/hide)
Rogue (Swashbuckler Archetype):
Sneak Attack +1d6
Martial Training (Atharak): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Weapon and Armor Proficiency:
All simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and atharak; light armor, but not with shields.
Rogue Talents:
(click to show/hide)
Finesse Rogue
Feats:
(click to show/hide)
Innate Magic (Race)
Two-Weapon Fighting (1st Level)
Weapon Finesse (Finesse Rogue)
Heroic Path:
(click to show/hide)
Wyrd:
Instability (su):
Magic does strange things around you. As such, you may not take the Spellcasting or Magecraft feats. You do have a natural spell pool equal to your character level plus your Charisma modifier (plus any additional spell energy granted from other sources such as feats or being of a certain race.), but it does not regenerate in the usual way. You regain spell energy by syphoning off magical energies around you. Whenever a spell is cast within a radius of you equal to 5 feet per character level, you may choose to increase it's cost by an amount up to 1/4 your character level (rounded down). The caster of the spell loses spell energy equal to that number and you gain it. In addition, as a touch attack you may drain Spell Energy out of magical auras. If a spell is in effect on a creature or object, you may make a touch attack to syphon off some of it's power. If the touch attack is successful, the Wyrd makes a Caster level check (using thier character level as thier caster level) if successful, the spell loses 1/2 it's duration rounded up and you gain an amount of spell energy equal to 1/2 the level of the spell, rounded down. After this power takes effect, the drained spell is counted as if it were a spell of half it's level (rounded up). For example, if you successfully drain a 7th level spell, they gain 3 spell energy, and the spell loses 1/2 it's duration and then counts as a 4th level spell for the purposes of things such as Dispel Magic, or further uses of this power.
You automatically and uncontrollably use this ability on any spell cast on yourself as a free action every round. This ability does not work on permanent magical effects.
You are treated as a Channeler for the purposes of abilities which drain magical energy, such as Black Mirrors and Astiraxes draining attacks. You may not attune yourself to nexuses, but you can steal spell energy from them with this ability on a 1 for 1 basis.
Wild Caster (su):
You have a limited number of spells you are able to draw on, but you never know which ones you will have available to you from one moment to the next.
Choose four 0th and two 1st level channeler spells. At the beginning of any encounter or scene, roll randomly to determine which spell of any given level you have available at the moment. Do this once for each level of the spells you have available to you. The results of these rolls will give you the list of spells you are able to cast using your spell energy during the encounter or scene. At any time, you will only have one spell of each level you have access to available to you.
As you rise in level and gain the ability to cast higher level spells your randomized spell list will increase. Every time you gain access to a new spell level (every two character levels), choose four spells of that level from the Charismatic Channeler list as your random spell list. These spells can be of any school other than Greater Evocation and Greater Conjuration. Any time you successfully drain energy from a spell, if it is of a level that you can cast, you may choose to replace one of your current spells with that spell (even if it is a spell that is not normally on the channeler spell list)
Your effective caster level for determining which spells you are able to cast is equal to 1/2 your character level. Spells you cast are Charisma based. You may not use your Instability power to syphon magic off of spells you cast yourself.
Spell Splitter (su):
As a touch attack you may attempt to transfer part of a magical aura from yourself to a creature you are touching, or from a creature you or touching to yourself, or from one creature you are touching to another creature you are touching. If you are attempting to transfer a spell to or from an unwilling target you must make a touch attack prior to using this ability. If you are transferring a spell from an unwilling target to another unwilling target you must make two touch attacks, requiring that you be able to make more than one attack in a round. If the touch attack is successful, make a caster level check against the magical effect you are trying to transfer (exactly as if you were making a dispel check). If successful you transfer half (rounded down) of the duration the spell has left to the new target. This ability does not work on permanent or instantaneous spells, or on spells of a higher level than you are able to cast by your Wild Caster ability. When using this ability you must spend Spell Energy exactly as if you were casting the spell you are transferring. The spell energy is spent after the dispel check is made, if it fails no energy is spent. If you use this ability to transfer a Divine spell cast by an agent of Izrador, you are treated as if you had used your Instability power on it, and must make the applicable saving throws. This ability is subject to spell resistance.
Eyes of Chaos (su):
You have learned to see the swirling auras and colors that surround all things. You are considered to have a continuous Detect Magic cast on yourself. If this ability is ever dispelled or suppressed if automatically comes back 1d4 rounds after what ever effect that was suppressing it ends. Upon gaining this ability your eyes tend to change colors to reflect the color of whatever the most prominent magical effect in the area is. (see the Tome of Sorrows for more information on the colors of magical auras) If there are no magical effects, than your eye color tends to stabilize to their normal hue.
Traits:
(click to show/hide)
Resilient: +1 trait bonus on Fortitude saves
Indomitable Faith: +1 trait bonus on Will saves
Skills:
(click to show/hide)
Skill Points: 20
Speak Language: 1
Skill Name
Key
Total
Att
Rank
Misc
Size
Class
Acrobatics
Dex
+9
4
2
0
0
3
Appraise
Int
+2
2
0
0
0
0
Bluff
Cha
+8
3
2
0
0
3
Climb
Str
+1
-1
0
2
0
0
Diplomacy
Cha
+3
3
0
0
0
0
Disguise
Cha
+8
3
2
0
0
3
Escape Artist
Dex
+9
4
2
0
0
3
Fly
Dex
+6
4
0
0
2
0
Heal
Wis
+2
0
0
2
0
0
Intimidate
Cha
+3
3
0
0
0
0
Knowledge (Local)
Int
+7
2
2
0
0
3
Linguistics
Int
+5
2
0
3
0
0
Perception
Wis
+7
0
2
2
0
3
Ride
Dex
+4
4
0
0
0
0
Sense Motive
Wis
+0
0
0
0
0
0
Sleight of Hand
Dex
+9
4
2
0
0
3
Stealth
Dex
+15
4
2
2
4
3
Survival
Wis
+0
0
0
0
0
0
+2 in the environment in which she was raised.
Swim
Str
-1
-1
0
0
0
0
Track
Wis
+0
0
0
0
0
0
Use Magic Device
Cha
+8
3
2
0
0
3
Languages:
(click to show/hide)
Language Skill Points:
5
Level
Erenlander
:
2
Fluent & Literate (Automatic)
Halfling
:
2
Fluent & Literate (Automatic)
Trader's Tongue
:
1
Fluent (Related to Erenlander & Halfling)
Jungle Mouth
:
0
Pidgin (Automatic)
Colonial
:
0
Pidgin (Related to Erenlander)
Norther
:
0
Pidgin (Related to Erenlander)
Spells and Spell-like Abilities:
(click to show/hide)
Innate Magic: Cure Minor Wounds, Mending, Prestidigitation
Wyrd Spell Pool: 5
Caster Level: 2
Wild Caster Spell List:
0 - Message, Ray of Frost
1 - Bless, Expeditious Retreat, Protection from Evil, Snake's Swiftness
Equipment:
(click to show/hide)
Weapons:
Atharak (2 lbs.) - Disguised as a piece of harness, equipment, or clothing. Perception checks made to notice an atharak or identify it as a weapon among other goods suffer a -4 penalty.
Daggers (2) (1 lbs.) - Concealed in wrist sheaths (+2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath.)
Longbow (1.5 lbs.)
Arrows (10) (1.5 lb.)
Arrows - Blunt (5) (0.75 lb.)
Armor & Clothing:
Halfling leather armor (7.5 lbs.)
Hooded ruana, shirt & pants (1.25 lbs.)
Drop Sheaths (2) (0.5 lbs.)
Satchel (0.5 lb.):
Bedroll (1.25 lbs.)
Waterskin (1 lb.)
Trail rations (2) (0.50 lbs.)
Cup
Flint & steel
Chalk
Total weight: 19.25 lbs. (16.00 lbs. without satchel)
Encumbrance: Light
Background:
(click to show/hide)
Garion and Cara, two Erenlanders, began a very successful smuggling operation about twenty years ago. Ivy was on one of the lower rungs of the organization. She only knew those two; the rest of the cell was purposefully unknown. They specialized in freeing halfling slaves, which is where she came in. By posing as a slave, Ivy could get information on a place where they intended to stage a break.
Cara was captured and broken. Garion managed to find out and protect a few of the crew, sending them away to save them. Ivy survived. She heard a lot of others didn't.
Since then she has been living with her family on the plains. Her main job has been picking up freed slaves from the operatives on the Ghost Raft and taking them into the plains to teach them how to live like free halflings.
Ivy has contacts on the Ghost Raft, including Otter and Star, a pair of fairly legendary Dwarrow smugglers. She hasn't spoken with Garion in about 15 years, but she hears he is still doing what he does best: managing to avoid the doom Cara's capture sewed, and building a new crew, one of which is a cousin of Ivy's named Nefario, the son of the tribe matriarch, Constance.
Sehiri
is her older sister.
Notes:
(click to show/hide)
Character Plan: Rogue 20
Todo:
(click to show/hide)
Level 2 Rogue Talent
Level 2 Spells
«
Last Edit: August 08, 2015, 11:21:34 PM by neverfox
»
Logged
Ivy's
Character Sheet
|
Combat Data
Matt
Lightbearer
Spell Energy / Taint +0/-0
Posts: 99
Re: Book of Legends (Clarion Quietus)
«
Reply #8 on:
February 15, 2011, 07:04:14 AM »
Nefario Sharp
Halfling
Rogue/1
Fiendhearted
Attributes
HP & SPD
Saves
Str
11
+0
HP
11
Fort +3 = 0(Class) + 2(Mod) + 1(Race)
Dex
16
+3
Spd
20
Ref +6 = 2(Class) + 3(Mod) + 1(Race)
Con
14
+2
Will +2 = 0(Class) + 1(Mod) + 1(Race)
Int
14
+2
Other = +2 vs Fear
Wis
12
+1
Cha
16
+3
Kar
12
+1
Combat
bab
+1
0(rogue) + 1(size)
Melee
+1
0(rogue) + 1(size)
Range
+4
0(rogue) + 3(dex) + 1(size)
Ac
18
10(base) + 1(leather armor) + 3(dex) + 1(size) + 0(path) + 3(class)
CMB
-1
0(bab) + 0(str) - 1(size)
CMD
12
10(base) + 0(bab) + 0(str) + 3(dex) - 1(size)
Init
+3
3(dex)
Weapons
Weapon
Attack Bonus
DMG
Crit
Range
Ammo
Location
Claws
+4,+4
1d4
x2
-
-
Hands
Throwing Daggers
+4
1d3
19–20/x2
20 ft.
4
2 in dropsheath, 2 in boot sheath
Armor
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Leather
1
1
2
2
2-4) Torso
Leather
1
1
2
6
5) Right Arm
Leather
1
1
2
3
6) Left Arm
Leather
1
1
2
3
7-8) Right Leg
Leather
1
1
2
3
9-10) Left Leg
Leather
1
1
2
3
Max Dex
+4
Items
Backpack, dropsheath (forearm), boot sheath, 2 waterskins, 5 days trail rations. 1 change travelers gear, thieves tools.
Trained Skills - Favored Region: Central Erenland)
Acrobatics
+9
1(rank)+3(Dex)+3(class)+2(race)
Bluff
+7
1(rank)+3(Cha)+3(class)
+12
vs. secret message 7(total)+5(Canter Trait)
+10
to avoid punishment by lawful authority 7(total)+3(Successful Shirker Trait)
Climb
+6
1(rank)+0(Str)+3(class)+2(race)
Craft Armor
+6
1(rank)+2(Int)+3(class)+0
Disable Device
+8
1(rank)+3(Dex)+3(class)+1(trapfinding)
Escape Artist
+7
1(rank)+3(Dex)+3(class)
Perception
+7
1(rank)+1(Wis)+3(class)+2(race)
+8
vs. traps 7(total)+1(Trapfinding)
Sense Motive
+5
1(rank)+1(Wis)+3(class)
Sleight of Hand
+7
1(rank)+3(Dex)+3(class)
Stealth
+12
1(rank)+3(Dex)+3(class)+4(race)+1(trait)
Untrained Skills - Favored Region: Central Erenland)
Appraise
+3
0(rank)+3(Int)+0(class)
Concentration
+1
0(rank)+1(Wis)
+3
while mounted on wogren +1(Wis)+2(Bound to Beasts)
Diplomacy
+3
0(rank)+3(Cha)
+6
to avoid punishment by lawful authority 3(Cha)+3(Successful Shirker Trait)
Disguise
+3
0(rank)+3(Cha)
Handle Wogren
+5
0(rank)+3(Cha)+2(Bound to Beasts)
Intimidate
+4
0(rank)+3(Cha)+1(Path)
Perform
+3
0(rank)+3(Cha)
Ride
+3
0(rank)+3(Dex)
+5
while mounted on wogren +3(Dex)+2(Bound to Beasts)
Survival
+1
0(rank)+1(Wis)
Swim
+0
0(rank)+0(Str)
Languages
Colonial
Fluent
hotpink
Halfling
Fluent
lightgreen
Infernal
Fluent
Purple
Traders Tongue
Fluent
yellow
Old Dwarven
Basic
steelblue
Jungle Mouth
Basic
green
Feats & Class Abilities
Sneak Attack 1d6
Weapon Finesse
Mounted Combat (Bound to Beasts)
Racial Feats
Small
Fearless
Halfling Luck
Keen Senses
Surefooted
Bound to Beasts
Innate Magic
- Casting time increases with use: one action, one round, one minute, ten minutes, one hour
Mage Hand
Mending
Sift
Heroic Path
Fiendish Aura:
Your physical self is infused with malevolent energy; your very presence inspires woe and fear. A Fiendhearted character has the evil subtype, as though he were an outsider. The character's alignment cannot be good. NPC's are naturally influenced to fear a Fiendhearted character. They gain a bonus to Intimidate checks equal to 1/2 their character level. Evil outsiders that first encounter a Fiendhearted character have their starting disposition shifted one step towards being beneficial.
Fiendish Gift:
Claws that deal 1d4 damage
Traits
Canter:
Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Successful Shirker:
You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Description
Nafario stands at a standard three feet tall and has the lithe and graceful form of most if not all halflings.
«
Last Edit: May 02, 2011, 10:02:46 PM by Matt
»
Logged
wolfen_child
Insurgent Spy
Spell Energy / Taint +0/-0
Gender:
Posts: 231
Re: Book of Legends (Clarion Quietus)
«
Reply #9 on:
May 14, 2011, 09:29:44 AM »
Eirik
Male Erenlander Wildlander 1
Heroic Path
Seer
Alignment
Neutral Good
Theme
Nightwish-The Islander
Bodycast
Aleksandr Bukharov
Character Knowledge Link
The Story begins!
ABILITIES
(click to show/hide)
Str 13 (+1)
Dex 16 (+3)
Con 14 (+2)
Int 14 (+2)
Wis 15 (+2)
Cha 10 (+0)
Karma 10 (+0)
Action Points 5
COMBAT SCORES
(click to show/hide)
Vitality/Wound:
12/14
Speed:
30 ft.
Initiative:
+3 (3 Dex)
DEFENSE
(click to show/hide)
Defense
17 (10 + 3 Dex + 3 Defense + 1 Armor)
CMB
+2 (1 BAB + 1 Str)
CMD
15 (10 + 1 BAB + 1 Str + 3 DEX)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
2
2-4) Torso
Studded Leather (Composite)
1
2
1
6
5) Right Arm
Studded Leather (Composite)
1
2
1
3
6) Left Arm
Studded Leather (Composite)
1
2
1
3
7-8) Right Leg
Leather Armor (soft)
1
1
2
3
9-10) Left Leg
Leather Armor (soft)
1
1
2
3
ATTACKS
(click to show/hide)
BAB/Grapple
+1/+2
Melee
Unarmed +2 (1d3+1; 20/x2), or Dagger +2 (1d4+1; 19-20/x2), or Quarterstaff +2 (1d6+1; 20/x2)
Ranged
Dagger +4 (1d4+2; 19-20/x2; 10 ft.), or Shortbow +4 (1d6; 20/x3; 60 ft.)
SAVES
(click to show/hide)
Fort +4 (+2 class, +2 Con)
Ref +3 (+0 class, +3 Dex)
Will +2 (+0 class, +2 Wis)
RACE TRAITS
(click to show/hide)
Weapon Familiarity (bastard sword)
CLASS TRAITS
(click to show/hide)
Track, Rapid Response (Alertness)
FEATS
(click to show/hide)
Magecraft (Spiritual), Self-Sufficient, Endurance
TRAITS
(click to show/hide)
Suspicious (+1 Sense Motive, Sense Motive is a class skill), Fast-Talker (+1 Bluff, Bluff is a class skill).
SPELLS
(click to show/hide)
0 Level:
prestidigitation, know direction, guidance, detect magic
.
1st Level:
pass without trace
SKILLS
(click to show/hide)
Skills
[(4 Class + 1 Int + 1 human) x3 level] +1 favored class = 19 skill points
Acrobatics
+7
1 rank
+3 class
+3 Dex
Bluff
+5
1 rank
+3 class
+0 Cha
+1 trait
Climb
+5
1 rank
+3 class
+1 Str
Craft (bowyer)
+6
1 rank
+3 class
+2 Int
Diguise
+1
1 rank
+0 Cha
Escape Artist
+3
0 rank
+3 Dex
Handle Animal
+0
0 rank
+0 Cha
Heal
+4
0 rank
+2 Wis
+2 feat
Knowledge (N. Erenland)
+6
1 rank
+3 class
+2 Int
Knowledge (Geography)
+6
1 rank
+3 class
+2 Int
Knowledge (Nature)
+6
1 rank
+3 class
+2 Int
Perception
+8
1 rank
+3 class
+2 Wis
+2 feat
Ride
+3
0 rank
+3 Dex
Sense Motive
+9
1 rank
+3 class
+2 Wis
+1 trait/+2 feat
Stealth
+7
1 rank
+3 class
+3 Dex
Survival
+8
1 rank
+3 class
+2 Wis
+2 feat
Swim
+1
0 rank
+1 Str
LANGUAGES
(click to show/hide)
Erelander
Norther
Trader's Tongue (2)
Colonial (1)
Orcish (1)
Black Tongue (1)
HEROIC PATH (Seer)
(click to show/hide)
1. Knowledge Aforethought (Augury, Alarm) [4 Precog Points]
EQUIPMENT
(click to show/hide)
Weapons and Armor
Quarterstaff
Shortbow
Quiver (17 arrows)
Studded leather tunic
Leather leggings
Dagger
Backpack
Trail rations (4 days)
Waterskin
Common blanket
Torch (2)
Clothing
Traveler's clothing
BACKGROUND
(click to show/hide)
Working on this.
«
Last Edit: January 29, 2013, 07:03:02 PM by Doomed Hero
»
Logged
Eirik's Character Sheet
Eirik's Combat Stats
Ghostfall
Lightbearer
Spell Energy / Taint +0/-0
Posts: 61
Re: Book of Legends (Clarion Quietus)
«
Reply #10 on:
April 02, 2012, 01:35:35 PM »
Mandag
Male Erenlander Defender 2
32 years old
5'11" 180 lbs.
Body cast:
Thomas Jane
Str: 16 +3
Dex: 14 +2
Con: 16 +3
Int: 14 +2
Wis: 13 +1
Cha: 10 +0
Karma: 10 +0
Vitality / Wounds: 22 / 16
Action points: 11
Speed: 30 ft.
Initiative: +2
BAB: +2
Melee : +5
Ranged: +4
CMB: +5 (+7 trip)
CMD: 17 (19 against trip)
Unarmed Strike +6
1d6 +3 Damage 20x2 crit (+ 2 bab + 3 str + 1 greaves)
Throwing Axe +4
1d6 +3 Damage 20x2 crit 10' Range (+ 2 bab + 2 dex)
AC: 21
[10 + 2 dex + 6 defense + 1 armor + 1 greaves + 1 defender]
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
None
0
0
0
3
2-4) Torso
Padded
0
0
0
10
5) Right Arm
Greaves
1
1
1
4
6) Left Arm
Greaves
1
1
1
4
7-8) Right Leg
None
0
0
0
5
9-10) Left Leg
None
0
0
0
5
Saves:
Fort: +4 [+ 3 con + 1 Urban Erenlander]
Reflex +5 [+3 class + 2 dex]
Will +1 [+ 1 class]
Abilities:
Urban erenlander
+1 to Fortitude saving throws
+4 to Stealth checks in urban environments
+2 to Bluff and Sense Motive checks
Forage for food in urban environments
Accidental linguist (suffer only -10 to applicable check when communicating in languages which he has no competence)
Favored Region: Urban environments
Masterful Strike
Redirection 2/day DC:14 to resist being sickened
Defender ability: Grapple training
Feats:
Combat expertise (Level 1)
Improved Trip (Erenlander)
Improved Unarmed Strike (Defender 1)
Stunning Fist (Defender 2)
Traits:
Suspicious (+ 1 on sense motive checks)
Know the Land (You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill for you)
Skills:
16 points [( 4 class + 2 int + 1 favored class + 1 race) x 2 level]
Acrobatics + 6
(1 rank + 3 class + 2 dex)
Bluff +7
(2 ranks + 3 class +2 race)
Climb +7
(1 rank + 3 class + 3 str)
Heal +2
(1 rank + 1 Wis)
Knowledge (Geography) +6
(1 rank + 3 class + 2 int)
Knowledge (Local) +6
(1 rank + 3 class + 2 int)
Knowledge (Shadow) +6
(1 rank + 3 class + 2 int)
Perception +6
(2 ranks + 3 class + 1 wis)
Sense Motive +9
(2 ranks + 3 class + 1 wis + 2 race + 1 trait)
Stealth +7
(2 ranks + 3 class + 2 dex) [+4 in urban environments; +5 in wilderness]
Survival +6
(1 rank + 3 class + 1 wis + 1 trait)
Swim +7
(1 rank + 3 class + 3 str)
Languages:
Erenlander (fluent)
Trader's tongue (basic)
Colonial (pidgin)
Norther (pidgin)
High Elven (basic)
Jungle Mouth (pidgin)
Gear:
Masterwork Forearm greaves, (+5 on Hide checks to conceal)
10 HP of healing salve (must fortitude save (DC=10 + HP healed) or be sickened
Tunic of endure elements (flawed, works only until 0 degrees)
Elven-made cloak (+5 to stealth in wilderness)
Padded armor
Tatty cloths
Silk rope
Dry rations x5
Belt pouch x 2
Throwing axe
Dagger
Climber's kit
Flint and steel
Backpack
bedroll
Fishhook
Lantern, hooded
«
Last Edit: August 31, 2012, 05:21:44 PM by Ghostfall
»
Logged
http://www.againsttheshadow.org/index.php?topic=2335.msg24896#msg24896
Aiso
Insurgent Spy
Spell Energy / Taint +0/-0
Gender:
Posts: 121
Re: Book of Legends (Clarion Quietus)
«
Reply #11 on:
October 29, 2012, 07:17:35 PM »
Nefario Sharp
Halfling
Rogue/1
Fiendhearted
Attributes
HP & SPD
Saves
Str
11
+0
Vitality
19
Fort +3 = 0(Class) + 2(Mod) + 1(Race)
Dex
16
+3
Spd
20
Ref +7 = 3(Class) + 3(Mod) + 1(Race)
Con
14
+2
Will +2 = 0(Class) + 1(Mod) + 1(Race)
Int
14
+2
Other = +2 vs Fear
Wis
12
+1
Cha
16
+3
Kar
14
+2
Action Points: 11
Combat
bab
+2
1(rogue) + 1(size)
Melee
+2
1(rogue) + 1(size)
Range
+5
1(rogue) + 3(dex) + 1(size)
Ac
18
10(base) + 1(leather armor) + 3(dex) + 1(size) + 0(path) + 3(class)
CMB
0
1(bab) + 0(str) - 1(size)
CMD
13
10(base) + 1(bab) + 0(str) + 3(dex) - 1(size)
Init
+3
3(dex)
Weapons
Weapon
Attack Bonus
DMG
Crit
Range
Ammo
Location
Claws
+4,+4
1d4
x2
-
-
Hands
Throwing Daggers
+4
1d3
19–20/x2
20 ft.
4
2 in dropsheath, 2 in boot sheath
Armor
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Leather
1
1
2
2
2-4) Torso
Leather
1
1
2
6
5) Right Arm
Leather
1
1
2
3
6) Left Arm
Leather
1
1
2
3
7-8) Right Leg
Leather
1
1
2
3
9-10) Left Leg
Leather
1
1
2
3
Max Dex
+4
Items
Backpack, dropsheath (forearm), boot sheath, 2 waterskins, 5 days trail rations. 1 change travelers gear, thieves tools, blanket.
Trained Skills - Favored Region: Central Erenland)
Acrobatics
+10
2(rank)+3(Dex)+3(class)+2(race)
Bluff
+8
2(rank)+3(Cha)+3(class)
+13
vs. secret message 7(total)+5(Canter Trait)
+11
to avoid punishment by lawful authority 7(total)+3(Successful Shirker Trait)
Climb
+7
2(rank)+0(Str)+3(class)+2(race)
Craft Armor
+6
1(rank)+2(Int)+3(class)+0
Disable Device
+9
2(rank)+3(Dex)+3(class)+1(trapfinding)
Escape Artist
+7
1(rank)+3(Dex)+3(class)
Intimidate
+8
1(rank)+3(Cha)+1(Path)+3(class)
Perception
+8
2(rank)+1(Wis)+3(class)+2(race)
+8
vs. traps 8(total)+1(Trapfinding)
Sense Motive
+6
2(rank)+1(Wis)+3(class)
+10 against lying
Sleight of Hand
+8
2(rank)+3(Dex)+3(class)
Stealth
+13
2(rank)+3(Dex)+3(class)+4(race)+1(trait)
Swim
+4
1(rank)+0(Str)+3(class)
Untrained Skills - Favored Region: Central Erenland)
Appraise
+3
0(rank)+3(Int)+0(class)
Concentration
+1
0(rank)+1(Wis)
+3
while mounted on wogren +1(Wis)+2(Bound to Beasts)
Diplomacy
+3
0(rank)+3(Cha)
+6
to avoid punishment by lawful authority 3(Cha)+3(Successful Shirker Trait)
Disguise
+3
0(rank)+3(Cha)
Handle Wogren
+5
0(rank)+3(Cha)+2(Bound to Beasts)
Perform
+3
0(rank)+3(Cha)
Ride
+3
0(rank)+3(Dex)
+5
while mounted on wogren +3(Dex)+2(Bound to Beasts)
Survival
+1
0(rank)+1(Wis)
Languages
Colonial
Fluent
hotpink
Halfling
Fluent
lightgreen
Infernal
Fluent
Purple
Traders Tongue
Fluent
yellow
Old Dwarven
Basic
steelblue
Jungle Mouth
Basic
green
Erenlander
Pidgin
orange
Feats & Class Abilities
Sneak Attack 1d6
Weapon Finesse
Mounted Combat (Bound to Beasts)
Evasion
Racial Feats
Small
Fearless
Halfling Luck
Keen Senses
Surefooted
Bound to Beasts
Innate Magic
- Casting time increases with use: one action, one round, one minute, ten minutes, one hour
Mage Hand
Mending
Sift
Heroic Path
Fiendish Aura:
Your physical self is infused with malevolent energy; your very presence inspires woe and fear. A Fiendhearted character has the evil subtype, as though he were an outsider. The character's alignment cannot be good. NPC's are naturally influenced to fear a Fiendhearted character. They gain a bonus to Intimidate checks equal to 1/2 their character level. Evil outsiders that first encounter a Fiendhearted character have their starting disposition shifted one step towards being beneficial.
Fiendish Gift:
Claws that deal 1d4 damage
Detect Good:
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.
Traits
Canter:
Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Successful Shirker:
You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Rogue Talents
Trap Spotter:
Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Description
Nafario stands at a standard three feet tall and has the lithe and graceful form of most if not all halflings.
He has shaggy black hair and emerald green eyes. He is 45 years of age, but probably seems older then he truly is. However sometimes he lets his youth show.
«
Last Edit: March 30, 2014, 04:23:52 PM by Aiso
»
Logged
\\\"Unthinking respect for authority is the greatest enemy of truth\\\"-Einstein
Fates Chagrin
Insurgent Spy
Spell Energy / Taint +1/-0
Posts: 200
Re: Book of Legends (Clarion Quietus)
«
Reply #12 on:
April 04, 2013, 02:31:26 PM »
Eirik
Male Erenlander Wildlander 2, Channeler (Orphic) 2,
Heroic Path
Seer
Alignment
Neutral Good
Theme
Nightwish-The Islander
Bodycast
Aleksandr Bukharov
Character Knowledge Link
The Story begins!
ABILITIES
(click to show/hide)
Str 14 (+2)
Dex 16 (+3)
Con 14 (+2)
Int 14 (+2)
Wis 16 (+3)
Cha 10 (+0)
Karma 10 (+0)
Action Points 11
4th level ability increase: +1 strength
COMBAT SCORES
(click to show/hide)
Vitality/Wound:
30/14
Speed:
40 ft.
Initiative:
+3 (3 Dex)
DEFENSE
(click to show/hide)
Defense
18 (10 + 3 Dex + 4 Defense + 1 Armor)
CMB
+5 (3 BAB + 2 Str)
CMD
18 (10 + 3 BAB + 2 Str + 3 DEX)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
3
2-4) Torso
Studded Leather (Composite)
1
2
1
6
5) Right Arm
Studded Leather (Composite)
1
2
1
3
6) Left Arm
Studded Leather (Composite)
1
2
1
3
7-8) Right Leg
Leather Armor (soft)
1
1
2
3
9-10) Left Leg
Leather Armor (soft)
1
1
2
3
ATTACKS
(click to show/hide)
BAB/Grapple
+3/+5
Melee
Unarmed +5 (1d3+2; 20/x2), or Dagger +3 (1d4+2; 19-20/x2),
Ranged
Dagger +6 (1d4+2; 19-20/x2; 10 ft.), or Short-bow +5 (1d6; 20/x3; 60 ft.)
SAVES
(click to show/hide)
Fort +5 (+3 class, +2 Con)
(Endurance)You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Ref +3 (+0 class, +3 Dex)
Will +6 (+3 class, +3 Wis)
RACE TRAITS
(click to show/hide)
Weapon Familiarity (bastard sword)
+2 bonus on two ability score of the player's choice, -2 penalty on one other ability of the player's choice. None of the bonuses or Penalties may stack with each other.
Medium-size
Base land speed 30* feet.
2 extra feats at 1st level.
2 extra skill points at each additional level.
1 bonus Rank in one Craft or Profession skill of the player's choice.
Favored Region: Central Erenland- Members of the race gain Knowledge (local: favored region) as a class skill, and also gain a +2 racial bonus on Survival checks and Knowledge (nature) checks (assuming they have ranks in that skill) when in their favored region.
CLASS TRAITS
(click to show/hide)
Track:
+1 to identifying and tracking creatures,
Rapid Response:
(Alertness),
Quick Stride
(+10 ft.)
Bonus spell energy:
+1,
Favored Class:
Channeler: Gain 1/2 of a new spell. This spell must be at least one level lower than the maximum level spell the Erenlander can cast. It may be chosen from any any school that the Erenlander has the Spellcasting feat for. (+1/2)
Art of magic:
The Channeler focuses on the art, science, or philosophy of magic above all else. As such, he may master spells more quickly than a mere dabbler. Usually, a character may only know or cast spells of a level equal to or less than one-half his character level (rounded down). A character with more channeler levels than levels in other classes adds +1 to his character level for this purpose.,
Tradition:
Orphic: The Orphic uses her Wisdom Score for purposes of channeling magic.
Spellcasting:
Lesser Conjuration: You may now learn and cast spells from this school. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules.
Spellcasting:
Divination: You may now learn and cast spells from this school. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules.
Bonus Spells:
Starting at 2nd level, the channeler learns two new spells of any level and school he can cast upon gaining a new channeler level. This is in addition to the spells learned from the Magecraft and Spellcasting feats.
Tradition Gift:
Enhancement: As a swift action, the Channeler may spend a spell energy point to begin enhancing a single physical ability score by +2. He may only spend an amount of spell energy points equal to 1/2 his Orphic level. Its effects last for 1 minute. This is treated as an enhancement bonus.
FEATS
(click to show/hide)
Magecraft (Orphic)- 1st level, Self-Sufficient- Erenlander (1), Endurance- Erenlander (2), Alertness- Wildlander (Rapid Response) Spellcasting (Lesser Conjuration)- Channeler 1st, Spellcasting (Divination)- Channeler 2nd,
TRAITS
(click to show/hide)
Suspicious (+1 Sense Motive, Sense Motive is a class skill), Fast-Talker (+1 Bluff, Bluff is a class skill).
SPELLS
Spell Energy: 5/5
(click to show/hide)
0 Level:
prestidigitation, know direction, guidance, detect magic
.
Cantrips per day: 5/5
1st Level:
pass without trace,
Cure Light Wounds,
Comprehend Languages
,
Faerie fire
,
Detect Thoughts,
SKILLS
(click to show/hide)
Skills
[(12 Wildlander + 8 Channeler + 8 Int + 8 human)] +1 Craft+1 favored class = 38 skill points
Acrobatics
+14 (+18 when jumping)
3 rank
+3 class
+3 Dex
+5 Equipment
Bluff
+5
1 rank
+3 class
+0 Cha
+1 trait
Climb
+5
1 rank
+3 class
+1 Str
Craft (bowyer)
+6
1 rank
+3 class
+2 Int
Craft (Leather working)
+6
1 rank
+3 class
+2 Int
Diguise
+1
1 rank
+0 Cha
Escape Artist
+3
0 rank
+3 Dex
Handle Animal
+0
0 rank
+0 Cha
Heal
+10
2 rank
+3 Wis
+3 class
+2 feat
Knowledge (Arcana)
+6
1 rank
+3 class
+2 Int
Knowledge (Dungeoneering)
+6
1 rank
+3 class
+2 Int
Knowledge (C. Erenland)
+6
1 rank
+3 class
+2 Int
Knowledge (Geography)
+6
1 rank
+3 class
+2 Int
Knowledge (Nature)
+7
2 rank
+3 class
+2 Int
(+2 When in C. Erenland)
Knowledge (Shadow)
+6
1 rank
+3 class
+2 Int
Perception
+12
4 ranks
+3 class
+3 Wis
+2 feat
Ride
+3
0 rank
+3 Dex
Sense Motive
+13
4 rank
+3 class
+3 Wis
+1 trait/+2 feat
Spellcraft
+7
2 ranks
+3 class
+2 Int
Stealth
+15
4 ranks
+3 class
+3 Dex
+5 Equipment
Survival
+12
4 ranks
+3 class
+3 Wis
+2 feat
(+2 When in C. Erenland)
Swim
+5
1 rank
+1 Str
+3 class
LANGUAGES
(click to show/hide)
Erelander
Norther
Trader's Tongue (2)
Colonial (1)
Orcish (1)
Black Tongue (1)
HEROIC PATH (Seer)
(click to show/hide)
1. Knowledge Aforethought (Augury, Alarm) [5 Precog Points]
2. Postcognition 1/day: Your touch reveals much about the history of the world around you. You may touch an object and attempt to learn the relevant events of it's history.
3. Knowledge Aforethought (Locate Object)
4. Miss Chance 5%
(click to show/hide)
Loads:
Light: 1-58 lbs.
Medium: 59-116 lbs.
Heavy: 117- 175
Lift over head=Heavy load: 175
Lift off ground= HL x2: 350
Push/Drag= HL x5: 875
EQUIPMENT
(click to show/hide)
Weapons, Armor, & worn equipment
Vardatch
Handaxe x2
light hammer x2
Dwarven Urutuk x2
Javelins (x8)
Dagger x3
Heavy Steel Shield
Backpack
Chain shirt
Bayal's Bow
x17 arrows
Mw. Snow Elf Fighting Knives
Mw. Healers Kit x3 uses
exceptional quality map of the kingdom of Erenland (old)
Trail rations (16 days)
Waterskin
Breastplate[/i]
Common blanket
Winter Blanket
Cloth bag
Spell Talisman of Invisibility
Spell Talisman of Disguise Self
Spell Talisman of Haste
Torch (2)
Clothing
Boots & Cloak of Elvenkind
Studded leather tunic
Studded Leather leggings
Elven Traveler's clothing
BACKGROUND
(click to show/hide)
Working on this.
«
Last Edit: August 18, 2018, 10:55:12 PM by Fates Chagrin
»
Logged
Foxcat156
Disembodied Spirits
Spell Energy / Taint +0/-0
Posts: 2
Re: Book of Legends (Clarion Quietus)
«
Reply #13 on:
June 22, 2013, 02:17:32 PM »
Marakal
Male Erenlander Barbarian 2
Heroic Path
Shadowed
ABILITIES
Str 18 (+4), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 8 (-1), Karma 10 (+0)
Action Points:
11
Vitality/Wound:
20/26
Speed:
40 ft.
Initiative:
+3 (2 DEX + 1 trait)
DEFENSE
Defense
17 (10 + 2 DEX + 4 Class + 1 Dodge)
CMB
+6 (2 BaB + 4 STR)
CMD
18 (10 + 2 BaB + 4 STR + 2 DEX)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
3
2-4) Torso
none
0
0
0
8
5) Right Arm
none
0
0
0
3
6) Left Arm
none
0
0
0
3
7-8) Right Leg
none
0
0
0
4
9-10) Left Leg
none
0
0
0
4
ATTACKS
BaB/Grapple
+2/+6
Melee
Unarmed +6 (1d3+4; 20/x2),
or Dagger +6 (1d4+4; 19-20/x2),
or Sturdy branch +6 (1d6+4; 20/x2)
or Handaxe +6 (1d6+4; x3)
Ranged
Dagger +4 (1d4+4; 19-20/x2; 10 ft.),
or Sturdy branch +6 (1d6+4; 20/x2; 10 ft.)
SAVES
Fort
+6 (+3 class +3 CON)
Ref
+2 (+0 class +2 DEX)
Will
+1 (+0 class +1 WIS)
SQ
Darkvision (60'), Fast Movement, Rage 7 round/day (+4 STR, +4 CON, +2 hp/lvl, +2 Will, -2 Defense), Weapon Familiarity (bastard sword)
FEATS
Power Attack (-1 Atk; +2/+3 Dmg), Cleave (standard action: extra atk., -2 AC), Dodge (+1 Defense)
TRAITS
Killer (+critc mod to dmg on crit), Survivor (+1 Initiative & Sense Motive; Sense Motive is class skill)
SKILLS
Acrobatic
+6
(1 ranks +2 DEX +3 CS)*
Climb
+8
(1 ranks +4 STR +3 CS)*
Craft (carpenter)
+5
(1 ranks +1 WIS +3 CS)*
Handle Animal
-1
(0 ranks -1 CHA)*
Heal
+1
(0 ranks +1 WIS)
Intimidate
+3
(1 ranks -1 CHA +3 CS)*
Knowledge (Central Erenland)
+4
(1 ranks +0 INT +3 CS)*
Knowledge (Nature)
+3
(0 ranks +0 INT)*
Preception
+5
(1 ranks +1 WIS 3 CS)*
Ride
+2
(0 ranks +2 DEX)*
Sense Motive
+2
(0 ranks +1 WIS +1 trait)*
Stealth
+3
(1 ranks +2 DEX)
Survival
+5
(1 ranks +1 WIS +3 CS)*
Swim
+4
(0 ranks +4 STR)*
LANGUAGES
Erelander(3)
Colonial (1)
Norther (1)
Trader's Tongue (1)
HEROIC PATH (Shadowed)
1. Body of the Shadowed, darkvision 60'
EQUIPMENT
Hunting knife
Sturdy branch (club)
Handaxe
Carried (in lbs.)
7
Carrying Capacity (in lbs.)
Light = 100 Medium = 200 Heavy = 300
Lift = 600 Drag = 1500
APPEARANCE
Height
5’7” (170 cm)
Weight
169 lb. (77 kg.)
Age
18
Marakal is 5’7” with stark black shoulder length hair, and cold piercing green eyes. His skin is of a complexion that shows clearly, if his hair was not enough, his Sarcosan parentage. His right ear is missing and he has a scar that did not heal right on his right cheek, and if you take a closer look, you will notice that his left pinky finger is only half what it should be.
BACKGROUND
(click to show/hide)
Marakal was a child of rape.
He did not have to find out about it and confront his demons at a late age; his mother told it to him practically from the day he was born till the day that she died. She did not want the child, but whenever she tried to abort the pregnancy she failed, people interrupting, bad luck, excuses did not lack. His father, as his mother told him, was a Sarcosan Legate, he came with his entourage of Orcs to their village (just west of the Forest of Sahi) looking for an Elven spy and some escaped slave. When the villagers did not cooperate, they razed the village and the Legate bored with the killing of his Orcs, raped her and her sister. The sister died.
His mother survived thanks to a group of resistance fighters, they didn’t let her die …or out of their sight. They took here with them until they found a safe place for her. She did not ask for it.
His mother kept reminding Marakal of his heritage, and instilled in him a deep hatred to the Shadows minions. But Marakal, who loved his mother, also developed hatred to Elves, blaming them for the pain his mother was put through. When he turned 12 his mother died; she was pushed out the window of their apartment on the second floor and broke her neck in the fall. The two men, who claimed she stole something from them, next beat Marakal senseless and left him there. It was not a big town and Marakal found out where one of them lived and one night crept into his house, cut his throat and burned the house down. The other one Marakal managed to track down and killed him with a rock to the head while he was pissing.
The fact that his mother did steal from these two men did not really matter to him.
Marakal started wondering the wilderness, living of what he can, and always looking out for a chance to kill the Shadows minions. One day he noticed light footsteps on the soft dirt and followed, finally finding an Elf –he knew it was an Elf- wounded and hiding under a bush. The Elf called for help with his hands and Marakal approached cautiously. He did not understand what the fey said, and neither did it matter. Marakal
killed the fey by slitting its throat, watching its blood ebb out and nourish the soil beneath it.
He did not feel much better after that, but neither did he feel too bad.
That night he fell asleep next to the body of the dead fey, its head nestled in its hands, and was rudely awaken by two Orcs. It did not matter to Marakal how they found him or what they were doing there, he fought them and fought them hard. After a not so short fight he managed to kill them but lost his right ear in the fight and his face was deeply cut…
Marakal survived.
He got away from there as quickly as possible, running for his life, as shouts in the Black Tongue were being heard over the hush of the night. When at last he could rest he attended to his wounds, and after resting for a couple of days he cut off his left pinky in half, as a cautionary remainder: Stay Alert!!!
Some months ago…
Marakal did not stop.
He was concentrating very hard on keeping walking, one step after the other, thinking of nothing else, clearing his mind. For the past couple of days, Marakal has been walking non-stop, eating only while walking, drinking only very quickly.
The Pull he felt was directed at his very center, at the very thing that he was... if Marakal did not know better he would have thought it was supernatural. No, the Pull was an emotional one, and it started a couple of days ago when an old man patted him gently on the shoulder while he traded with a local farmer, and said: "Rashi, I was so sorry to hear about your father, he was a great ma...." A shiver went down Marakals' spine and the old man recognized his mistake; but Marakal followed him to a black alley and convinced him to tell him what he meant: Marakal was very much similar in look to a young legate, son of a Great Legate who supposedly died recently... the old man has seen him not a month ago heading with a contingent of Orcs to the mountains.
But he was not ready for the mountains: hungry, tired, and with no proper clothing the mountains won easily over him. When he came too he was in the company of dwarves…
«
Last Edit: June 24, 2013, 08:16:32 PM by Foxcat156
»
Logged
Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,576
"Inch towards daylight"
Re: Book of Legends (Clarion Quietus)
«
Reply #14 on:
July 03, 2016, 08:17:40 AM »
GROUP PERCEPTION ROLLS:
Mandag
[roll]1d20+8 [/roll ]
Eirik
[roll]1d20+10 [/roll ]
Ivy
[roll]1d20+7 [/roll ]
Kjellan
[roll]1d20+1 [/roll ]
Wendle
[roll]1d20+8 [/roll ]
Nefario
[roll]1d20+7 [/roll ]
Timeon
[roll]1d20+5 [/roll ]
GROUP INITIATIVE ROLLS:
Siobhan
[roll]1d20+4[/roll ]
Mandag
[roll]1d20+4[/roll ]
Dunkin
[roll]1d20+3[/roll ]
Wendle
[roll]1d20+2[/roll ]
Dorin
[roll]1d20+2[/roll ]
Ivy
[roll]1d20+4[/roll ]
Eirik
[roll]1d20+3[/roll ]
Kjellan
[roll]1d20+9[/roll ]
Amethyst
[roll]1d20+1[/roll ]
Nefario
[roll]1d20+3[/roll ]
«
Last Edit: February 11, 2018, 05:28:37 PM by Luiniel Blades
»
Logged
Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.
Pages: [
1
]
Against the Shadow
|
Forum
|
Midnight & RPGs
|
Games and Stories
|
Clarion Quietus
(Moderator:
Doomed Hero
) | Topic:
Book of Legends (Clarion Quietus)
Jump to:
Please select a destination:
-----------------------------
Midnight & RPGs
-----------------------------
=> Open Discussion
=> GM's Corner
=> Games and Stories
=> News
=> Tome of Sorrows vol. III
===> Champions of the Hearth
===> Crown of Shadows
===> Clarion Quietus
-----------------------------
General
-----------------------------
=> Other Discussions
=> Meta
Loading...
TinyPortal
© 2005-2011