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Clarion Quietus
(Moderator:
Doomed Hero
) | Topic:
Book of Shadows (Clarion Quietus)
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Topic: Book of Shadows (Clarion Quietus) (Read 14217 times)
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Johanas
Insurgent Commander
Spell Energy / Taint +2/-0
Posts: 273
Book of Shadows (Clarion Quietus)
«
on:
September 21, 2010, 07:53:52 PM »
Roycilo Desmond Illustrian
(click to show/hide)
Male Erenlander
Inquisitor 3
No Path
Neutral Evil
Age: 26
Height: 5' 11"
Weight: 177 lbs.
Str: 12
Dex: 12
Con: 12
Int: 10
Wis: 20
Cha: 14
Kar: 12
Wounds: 12
Vitality: 27 HP
Head: 5
Torso: 15
Arms: 6
Legs: 7
Speed: 30
Init: +6 = +1 Dex, +5 Wis
BAB: +2
Melee: +3 = +2 BAB, +1 Str
Ranged: +3 = +2 BAB, +1 Dex
CMB: +3 = +2 BAB, +1 Str
CMD: 14 = 10 +2 BAB, +1 Str, +1 Dex
Roycilo's CMD is 2 higher when he is adjacent to an ally.
Action Points: 13
Armor:
Robes/Traveling Clothes -> To be completed once I review the armor rules.
Saves:
+4 Fort = +3 Base, +1 Con
+2 Ref = +1 Base, +1 Dex
+8 Will = +3 Base, +5 Wis
Skills:
Bluff +11 = +2 Cha, +3 Ranks, +3 Class Bonus, +3 Skill Focus
Diplomacy +8 = +2 Cha, +3 Ranks, +3 Class Bonus
Escape Artist +1 = +1 Dex
Heal +5 = +5 Wis
Intimidate +9 = +2 Cha, +3 Ranks, +3 Class Bonus, +1 from Stern Gaze
Knowledge: (Shadow) +5 = +0 Int, +2 Ranks, +3 Class Bonus
Perception +13 = +5 Wis, +3 Ranks, +3 Class Bonus, +2 Alertness
Profession: (Con Artist) +9 = +5 Wis, +1 Rank, +3 Class Bonus
Ride +5 = +1 Dex, +1 Rank, +3 Class Bonus
Sense Motive +14 = +5 Wis, +3 Ranks, +3 Class Bonus, + 2 Alertness,+1 from Stern Gaze
Spellcraft +4 = +0 Int, +1 Rank, +3 Class Bonus
Stealth +6 = +1 Dex, +2 Ranks, +3 Class Bonus
Survival +10 = +5 Wis, +2 Ranks, +3 Class Bonus (Additional +1 when following tracks)
Feats:
Alertness
Skill Focus: Bluff
Shadow Initiate
Shadow Acolyte
Shadow Acolyte
Astirax Companion
Coordinated Defense
Spells:
0 Level:
Create Water
Detect Magic
Light
Mending
1st level:
Charm Person
Inflict Light Wounds
Interrogation
Persuasive Goad
Shield of Faith
Note: Roycilo is currently operating at -1 caster level for all level-dependent effects pertaining to spellcasting.
Spell-Like Abilities:
Detect Alignment
: At will, an inquisitor can use
detect chaos
,
detect evil
,
detect good
, or
detect law
. She can
only use one of these at any given time.
Languages
Fluent Erenlander
Basic Trader's Tongue
Black Tongue
Pidgin Orcish
Pidgin Norther
«
Last Edit: November 25, 2012, 02:20:45 PM by Johanas
»
Logged
Gabboge
Insurgent Commander
Spell Energy / Taint +3/-0
Posts: 493
Re: Book of Shadows (Clarion Quietus)
«
Reply #1 on:
December 22, 2010, 10:51:31 AM »
Clouse and Company
(click to show/hide)
Clouse
Marshal-4
Str:12
Dex:14
Con:11
Int:16
Cha:16
Wis:11
Fort: 4+0=4 Will:4+0=4 Ref:1+2+2(luck)=5
VP:21
WP:0
BAB:+3
AC: 19
CDB:+8
Head 15 3vp
R Arm 20 4vp
L Arm 20 4vp
Torso 50 10vp
R Leg 25 5vp
L Leg 25 5vp
Minor aura
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Watchful Eye: Bonus on Reflex saves.
Major aura
Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.
Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)
Chainmail (+3 DR)
Heavy steel shield (+2 AC)
Longsword (D8dmg 19/20x2)
Good Karma [Luck]
You can use your luck to aid an allyat the risk of your
own neck.
Prerequisite: Character level 3rd.
Benefit: You can expend one luck reroll as an immediate
action to redirect an attack made against an adjacent ally
so that it is made against you instead. You must be within
reach of the attacker (if a melee attack) or within range of
the attack (if a ranged attack) in order to use this ability.
The attack roll result remains the same, but it is against
your AC, rather than that of your ally. If the redirected
attack hits you, you take an extra 50% damage from it.
You gain one luck reroll per day.
Unbelievable Luck [Luck]
The powers of fortune truly smile on you more than
most mortals.
Prerequisite: Any luck feat.
Benefit: As long as you have at least one luck reroll
remaining for the day, you gain a +2 luck bonus on whichever
of your saves has the lowest base bonus. If two or more
of your saves tie for the lowest base bonus, choose when
you select this feat which save it applies to.
If your base save bonuses later change so that the chosen
save no longer has the lowest base bonus, the luck bonus
from this feat immediately applies to the save that now
has the lowest base bonus.
You gain two luck rerolls per day
Skills
................................Points.......AbilMod.......ClassSkill........Total
Acrobatics....................2..............2.................0....................+4
Bluff (Cha)................... 4..............3................3.....................+10
Diplomacy (Cha)........... 4..............3................3...................+13 (+3 skill focus)
Handle Animal (Cha)...... 2...............3................3..................+8
Intimidate (Cha)........... 2...............3................3...................+8
Knowledge (Int)........... 4...............3................3...................+10
Listen (Wis).................. 1..............0.................3...................+4
Perform (Cha)............... 1..............3.................3...................+7
Ride (Dex).................... 1..............2.................3....................+6
Sense Motive (Wis)........ 2..............0.................3..................+5
Spot (Wis).................... 2..............0.................3....................+5
Survival (Wis).................2..............0..................3..................+5
and Swim (Str).............. 1..............1..................3..................+5
And here is lacky
Goblin Lacky
Expert-1
Str:10
Dex:12
Con:12
Int:17
Wis:11
hp:7
AC:12 (leather armor 2-DR)
CDB:+2
Vp:7
Wp:1
Head 15 1vp
R Arm 20 1vp
L Arm 20 1vp
Torso 50 3vp
R Leg 25 2vp
L Leg 25 2vp
Skills (Points+mod+class skill.)
Profession Taylor: 2+3+3=8
Profession Cook: 1+3+3=8
Knowlage Geography: 1+3+3=7
Knowlage Nature: 2+3+3=8
Knowlage mountaineering: 1+3+3=7
Knowlage Archana: 2+3+3=8
Misers Fortune [Luck]
Items belonging to you and your allies are abnormally
resistant to damage.
Benefit: Whenever an opponent makes a sunder attack
or Strength check to damage an object within 30 feet of
you, you can expend one luck reroll as an immediate action
to force that opponent to reroll.
In addition, as long as you still have one luck reroll
remaining for the day, items in your possession receive a
+5 luck bonus on saving throws.
You gain one luck reroll per day.
Red
Red goblin
fighter-2
Str:15
Dex:11
Con:20
Cha:8
Int:7
Wis:10
R:0
W:0
F:8
VP:15
WP:5
BaB:+2
AC: 20 (DR-4)
CDB: +7
Head 15 2vp
R Arm 20 3vp
L Arm 20 3vp
Torso 50 8vp
R Leg 25 4vp
L Leg 25 4vp
Feats
-Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
-Tower sheild prof.
-Victors Luck [Luck]
You strike with devastating accuracy more often.
Benefit: You can expend one luck reroll as a swift action
to reroll a critical threat confirmation roll.
You gain one luck reroll per day
Skills
Acrobatics 1+0+3=4
Climb 1+2+3=6
Perception 1+0+3=4
Goblin half plate
Tower shield
Rapier
Fast Heal 2
Mute*: You cannot speak or cast spells with verbal
components. You can only communicate using a sign language
or via pantomiming (in which case you may only convey
simple concepts, and characters trying to understand you
must still succeed on DC 15 Sense Motive checks).
York
Grak Wildlander 2
Str: 10
Dex: 16
Con: 8
Int: 12
Cha: 8
Wis: 16
Move:50
Master Hunter (Dwarves): The wildlander may choose a type of creature . Against that creature he gains a +2 bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this type of creature. In addition, he gains a +2 bonus on weapon damage rolls against such creatures. A wildlander may select this trait multiple times, choosing a new creature type or the same type. If the same creature type is chosen more than once, the bonuses stack; however, a wildlander may not choose the master hunter ability against the same creature type twice in a row.
Quick Stride: The wildlander's speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. A wildlander may select this trait multiple times, increasing his speed by +10 feet each time; however, he may not choose this trait twice in a row.
Rapid Response: The wildlander gains Alertness
Run
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Acrobatics(Dex) ..2 3 .0 3 ..=8
Heal (Wis) . 2 3 .0 3 ..=8
Hide (Dex) ..2 ..3 0 3 ..=8
Knowledge (geography)(Int) ..2 ..3 ..0 ..1 ..=6
Stealth(Dex) .2 ..3 ..0 ..3 ..=8
Perception (Wis) 2 3 ..2 ..3 ..=10
Survival (Wis) 2 3 0 .3 ..=8
«
Last Edit: September 18, 2013, 07:04:42 AM by Gabboge
»
Logged
\"No Mr.Bond..... I expect you to die!\" -Travis.
Homp
Insurgent Spy
Spell Energy / Taint +0/-0
Gender:
Posts: 101
Re: Book of Shadows (Clarion Quietus)
«
Reply #2 on:
May 13, 2011, 04:52:54 PM »
Kael, Helrion's Hound
(click to show/hide)
Male Erenlander
Fighter (Free hand variant) 2 / Defender 1
Neutral Evil
21 years old
5' 11" 174 lbs
Bodycast: Michael C. Hall
Ability Scores
Str:
14
(+2)
Dex:
16
(+3)
Con:
14
(+2)
Int:
12
(+1)
Wis:
14
(+2)
Cha:
12
(+1)
Karma:
10
(+0)
Vitality / Wound:
34 / 14
Speed:
30 ft.
Initiative:
+4 (+3 dex + 1 trait)
Action Points:
13
Defense
Armor Class:
22 (10 base + 3 dex + 7 defense + 1 armor + 1 defender)
CMD:
19 (10 base + 3 BaB + 3 str + 3 dex)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
5
2-4) Torso
Padded (Soft)
0
0
0
15
5) Right Arm
Dasdana (Hard)
3
1
2
6
6) Left Arm
Dasdana (Hard)
3
1
2
6
6) Right Leg
None
0
0
0
8
6) Left Leg
None
0
0
0
8
Combat
BaB:
+ 3
Melee:
+ 5 Unarmed (1d6 + 2 str)
+ 6 Unarmed w/ Symbol (1d6 + 2 str + 1 vile)
Parry:
+9
Ranged:
+6
CMB:
+5 (+7 against flat footed opponents)
Saves
Fort:
+5
=
+3 Base
+2 Con
Ref:
+5
=
+2 Base
+3 Dex
Will:
+2
=
+0 Base
+2 Wis
Skills
[(4 class + 1 int + 1 favored class + 2 erenlander) x3 level + 1 profession 1st level = 24 skill points]
Acrobatics:
+9
3 ranks
+3 class
+3 dex
Bluff:
+7
3 ranks
+3 class
+1 cha
Climb:
+8
3 ranks
+3 class
+2 str
Escape Artist:
+9
3 ranks
+3 class
+3 dex
Perception:
+8
3 ranks
+3 class
+2 wis
Profession (courier):
+6
1 rank
+3 class
+2 wis
Sense Motive:
+9 (+14)
3 ranks
+3 class
+2 wis
+1 trait
(+5 when attempting to intercept a secret message
Speak Language:
+7
3 ranks
+3 class
+1 int
Stealth:
+9
3 ranks
+3 class
+3 dex
Class Abilities
Masterful strike
AC Bonus +1
Deceptive strike
Feats
Improved Unarmed Strike
(Defender 1)
Combat Expertise
(1st Level)
Combat Reflexes
(Erenlander)
Parry
(Erenlander)
Improved Parry
(Fighter 1)
Greater Parry
(Fighter 2)
Riposte
(3rd Level)
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.
Survivor:
You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Ambush Artist:
You gain a +2 trait bonus to Combat Maneuver checks against flat footed opponents.
Languages
Erenlander
Traders tongue
Colonial (2)
Norther (2)
Black Tongue (1)
Items
Dasdana (3 lbs)
Padded armor (woven into shirt) (10 lbs)
Black Longsleeve
Dark Grey Pants
Black Boots
Holy Symbol (2 lbs)
Carried: 15 lbs
Carrying capacity:
Light Load: 58 lbs
Medium Load: 59 -116 lbs
Heavy Load: 117 - 175 lbs
Backstory
(click to show/hide)
Most orphans in the bluff don't have a very long life expectancy. Raised in orphanages funded by the church, only a small number are spared execution in service of the mirror. Shortly following his eighth birthday, Kael was one of the few to be so lucky. Saved and taken in by the court of Helrian Baden, Kael was brought up fighting for every opportunity he could, just to ensure he survived another week. He was taught to fight, and would be thrown against other spared orphans almost daily for the amusement of the court. He would act as a page to mid level bureaucrats of the court, assisting them in whatever requests they had, constantly fighting to make himself as useful as possible until he eventually found himself in th service of Baroness Andilin Westerin herself.
Soon enough, Kael found himself under the Baroness' tutelage, where he learned proper etiquette and subterfuge. He was to be a spy in service of the court, working to uncover the hidden court of the resistance that lye within Baden's Bluff. All his life Kael had seen the effects of the constant warring between the shadow and the resistance, and the only conclusion he could draw was that the resistance were fools. He had seen the extent of the shadow's power and influence, and it was far too great for anyone to stop. But so long as the resistance continued to fight, they only prolonged their inevitable defeat, and prevented a world without the conflict born from their war. The court however was no place to solve this problem, not effectively, and it was no place for Kael either. His physical nature and determination demanded a more direct approach. Luckily, while fighting in the courts one day Kael caught the eye of one unusual onlooker. Gorse.
It was that day that he became Gorse's apprentice, and began his true training in service of the shadow. To Kael, eight years under the thumb of Helrian Baden and his court was nothing compared to even his first day of training with his new master. Gorse was unrelenting and unforgiving in his methods, and Kael struggled every day to survive, much less learn anything.
Gorse taught him to fight without weapons, and how to defend himself from attacks at all times until Kael became his own weapon, and after two years of not knowing if any day would be his last, Gorse proclaimed him ready.
That was three years ago. Since that time Kael has been working slowly, with the help of the Baroness and his master, to infiltrate the fallen court and eliminate it's members one by one. The resistance must be eradicated, by any means necessary, so that all of Aryth's denizens may live in a better world that is free of conflict. So now, for the first time in his life, Kael leaves Baden's bluff at his master's request to find and eliminate the fallen prophet.
«
Last Edit: November 05, 2011, 10:19:37 PM by Homp
»
Logged
Kael Combat Data
Jester
Insurgent Commander
Spell Energy / Taint +1/-0
Gender:
Posts: 362
Re: Book of Shadows (Clarion Quietus)
«
Reply #3 on:
June 09, 2011, 09:24:27 PM »
RashGar
(click to show/hide)
RashGar has jet black fur and yellow eyes. His canine teeth are unusually long and sharp thus earning him his name Sharp Fangs. His fur is sometimes matted and dirty from living most of his life outdoors. Where his skin is not covered in fur such as his hands the skin is also black. He has a crestlike white mane of hair that runs from his head down his spine that rise up when frightened (Yeah right) or angry (More likely) Even for his young age he shows the strong muscular body of both his Dornish and Wogren ancestry.
Gnoll, 5th Level (Wildlander, 3rd Level,Barbarian 3nd)
6'0" 250#, Size: Medium
Hit Die Type: d8/d12
Ability Scores:
STR:
17(+3)
DEX:
16(+3)
CON:
17(+3)15+(+2 Racial Modifier)
INT:
10(+0) 12-(-2 Racial Modifier)
WIS:
12(+1)
CHR:
8(-1)10-(-2 Racial Modifier)
Karma:13 (+1)
VP: 55 1st(8+3),2nd(3+4+3),3rd(4+4+3),4th (4+2+3) (+2),5th (9+3),6th (?+3)
WP:17
Action Points: 13
Saving Throws:
Fort:
+9
= 6(Class) +3 (CON)
Reflex:
+5
= 2(Class) +3 (DEX)
Will:
+3
= 2(Class) +1 (WIS)
Defenses:
AC: 24 10(Base)+6 (Class)+2(Armor)+1(Shield)+3(Dexterity) +1(Natural)+1(Dodge)
Flat-footed: 20 10(Base)+6 (Class)+2(Armor)+1(Shield) +1(Natural)
Touch: 20
Class Defense Bonus: 6th level +6
Armor:
Studded Leather,Masterwork: +2 AC,D.R 1/-, -0 Check, -15% Spell fail, 7.5#
Chain Shirt,MW
Buckler(Metal),Masterwork: +1AC,-0 Check, -5% Spell Fail, 2.5#,DR6
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Studded Leather (composite)
1
2
1
9
2-4) Torso
Chain Shirt
2
2
2
29
5) Right Arm
Studded Leather (composite)
1
2
1
12
6) Left Arm
Studded Leather (composite)
1
2
1
12
6) Right Leg
Studded Leather (composite)
1
2
1
14
6) Left Leg
Studded Leather (composite)
1
2
1
14
Max Dex +5
Buckler(Metal),Masterwork DR6
1) Head (Threshold= 15% of maximum Vitality)
2-4) Torso (Threshold= 50% of maximum Vitality)
5) Right Arm (Threshold= 20% of maximum Vitality)
6) Left Arm (Threshold= 20% of maximum Vitality)
7-8) Right Leg (Threshold= 25% of maximum Vitality)
9-10) Left Leg (Threshold= 25% of maximum Vitality)
Attacks & Weapons: Right-Handed
Melee Attack: +9 (BAB +6, +3 STR)
Ranged Attack: +9 (BAB +6, +3 DEX)
Combat Maneuver Bonus (CMB): 9 (BAB +6, +3 STR)
Combat Defense Bonus (CMD): 22 (Base 10 +BAB +6,+3 STR, +3 DEX)
Initiative: +9 (Dex + Improved Initiative+Class+Trait Bonus)
Movement: 50 base (Medium Adult)
Weapons:
NOTES:+3 Strength Damage to all Melee & Thrown Weapons (and Bite)
+1 Attack/Damage to Halflings
+2 Attack/Damage to Humans
Bite: 1d8 (Medium Adult)
Claws: 1d6 (Medium Adult)
Dagger : 1d3/1d4; 19-20/x2; .5#; Piercing or Slashing
Spear: 1d6/1d8; x3; 6#; Piercing; Range 20ft.
Long Sword,Small: 1d6/1d8; 19-20/x2; 2#; Slashing
Short Bow,MW: 1d4/1d6; x3; 60 1#; Piercing; +1 Strength
Vardatch: 1d10/1d12; x2; Slashing
Greatsword,MW: 2H, 1d10/2d6;19-20/x2; 8#
Crossbow,Light,MW: 1d6/1d8: 19-20/x2: 80': Piercing 4#
Warhammer +2 1d6/1d8: x3;5# Bludgeoning; +1d6 Fire Damage, +1d6 Negative Energy Damage
The Blackflame Hammer
A massive warhammer once wielded by the Forge Master, an elemental spirit bound in service to Clan Durgis. The Soldier Legate Sir Riddar slew the Forge Master and corrupted the hammer with Fell Fire, slaying the spirit within and twisting the enchantment to darkness.
The weapon looks like a rune carved double-headed warhammer that has been charred by soot. The runes carved into it's face pulse with a deep purplish energy and the head is surrounded by black flames that look like shadows of real fire. It gives off no light or heat and does not burn anything but flesh.
(click to show/hide)
The Blackflame Hammer is a +2 warhammer sized for a Large creature. With every hit it deals an extra 1d6 Fire damage and 1d6 Negative Energy
Racial Abilities: Gnollgren
Ability Modifiers: +4 Strength (Small Juvenile +0,
Medium Adult +2
,Large Mature Adult +4). +2 Con, -2 INT, -2 CHR
Keen Scent: A Gnolls nose is as sensitive as that of a wild predator.
Natural Armor: Gnolls tough hide and fur grant them a +1 Natural Armor Bonus
Medium: Gnolls are Medium creatures and have no bonuses or penalties due to their size.
Large: Gnolls (Mature) are Large(-1AC,+1CMB, +1 CMD, -4 Stealth)
Normal Speed: Gnolls have a base speed of 40 feet.
Low Light Vision: Gnolls have Low Light Vision
Plains Dweller : While on the Plains, Gnolls receive a +2 bonus to Stealth and Survival Checks
Pack Mentality: Like the Dorns they were created from, Gnolls fight better as a group. When fighting in a pack of 5 or more, Gnolls gain a +1 bonus to attack.
Bane of the Small Folk: When fighting Halflings, Gnolls receive a +1 to damage.
Languages: Gnolls speak Black Tongue and Halfling (theyre trained to speak the language of their prey)
Favored Class: Wildlander
Gnollgren
The unnatural blending of the powerful north men and the halfling's totemic protectors, the Gnollgren are powerful, frightening creatures. They are noticeably different from regular gnolls in that they are much larger and more thickly muscled. Upon closer inspection other differences are apparent as well. They possess larger, retractable claws and more powerful jaws, and they are obviously highly intelligent. Most striking is thier supernatural awareness of their surroundings. Gnollgren seem to be impossible to sneak up on and can even sense incorporeal creatures.
Spirit Sense
: Gnollgren seem to be so closely tied to the natural rythms of the world that they can sense the world around them and can tell when something nearby is not natural. This acts as blindsense with a range of 50 ft., except that the Gnollgren can also detect the presence of bodiless spirits. Gnollgren can differentiate between harmless Eternal spirits, the Lost, and the Trapped.
Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Bastardized Bond
: Gnollgren reach out spiritually to any Halfling near them. They gain the benefits of a Detect Thoughts (as the spell) in a 60' circle centered on them. This ability only detects the thoughts of halflings.
Pair Bond
: Gnollgren nearly always use their abilities to wreak havoc and death upon the Small Folk. Sometimes though some remnant of their originally benevolent and caring nature leaks through and becomes bonded with a particular halfling. When this happens the Gnollgren will no longer willingly endanger that halfling, even going so far as to risk their own lives and betray their previous masters to protect the subject of their bond. When this ability manifests the range of their Bastardized Bond is halved, with the exception of the subject of Pair Bond. For that halfling the range of the Gnollgren's Detect thoughts ability becomes 1 mile per level of the Gnollgren and is always considered the 3rd round of concentration for the purposes of what the Gnollgren can detect. In addition, the Gnollgren and the Bonded Halfling gain a free teamwork feat for every three levels of the Gnollgren. This teamwork feat only works with each other, not with others who possess teamwork feats.
Favored Region: Plains of Central Erenland
Traits:
Tactician
- You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Exotic Weapon Proficiency
: Vardatch
Painful Reminder
- It hurts like hell. Think of it like an old broken bone that was never set properly, and now it won't bare weight properly and it aches when the weather changes. It's like that, but a stab wound instead of a break. It will hurt under certain conditions (such as dealing with magic with the Evil descriptor) On the up side it will act as a sort of barometer. You are treated as having a permanent Detect Evil in regards to magic auras and enchantments.
It will all slowly convert to Vitality damage, but for now some of it is Wound damage. It hurts like hell. Think of it like an old broken bone that was never set properly, and now it won't bare weight properly and it aches when the weather changes. It's like that, but a stab wound instead of a break. It will hurt under certain conditions (such as dealing with magic with the Evil descriptor) On the up side it will act as a sort of barometer. Add the trait You have taken 9 points of Vile damage. Vile damage does not heal under normal conditions. It is permanent damage for the time being.
Class Abilities: Wildlander
A Wildlander is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Wildlanders receive the ability to Track. A wildlander adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wildlanders are notoriously difficult to surprise. At 3rd level, a wildlander gains a +1 bonus to initiative rolls and a +1 to Perception checks. Every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level), the wildlander may either increase his bonus to initiative rolls by +1 or increase his bonus to Perception checks by +1.
Wildlander Trait: At 1st and 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th) a wildlander gains a special trait of her choice from among the Traits. Unless otherwise noted, all wildlander traits are extraordinary abilities.
Trait 1st Level: Rapid Response: Improved Initiative,+4 on Initiative Checks
Trait 2nd Level: Master Hunter: Human, +2 Bonus to Bluff, Perception, Sense Motive, & Survival Checks against this type of creature .In addition, he gains a +2 bonus on weapon attack/damage rolls against such creatures.
Class Abilities: Barbarian
A Barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Barbarians have Fast Movement. A barbarians land speed is faster than norm for her race by +10 feet.
Rage; Unchained. +2 Attack, +2 Damage, +2 Will Save, -2 AC, +2 HP/Per Hit Die, Duration 11 Rounds
Uncanny Dodge - At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Danger Sense +1 - At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
RAGE POWERS
Spirit Totem, Lesser
Benefit: While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarians full base attack bonus, plus the barbarians Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarians Charisma modifier
Who decides who the spirits attack, and what effects affect the spirits?
The barbarian decides who the spirits attack each round. The spirits are not affected by effects that aid their attacks or damage (such as bardic performance or bless) or penalize their attacks or damage (such as bane or darkness). The spirits always strike from your direction. They do not get flanking bonuses or help a combatant get one.
Heroic Path; Tactician
There are those who claim the spirits of ancient generals wait for those worthy to take up their mantle. Those who follow the heroic path of the tactician may be the spiritual heirs to these worthies. Their skill in commanding is unparalled, whether desperate peasants organizing their hamlet against attacking Fell or seasoned generals rallying their veteran troops to a last stand. Though usually somewhat skilled at arms, the tacticians excel at directing others in combat, getting the most from the skills possessed by their allies.
Tactician Abilities by Level
1 Aid Another
2 Combat Overview, 1/Day
3 Coordinated Initiative, 1/Day
4 Coordinated Attack, 1/Day
Aid Another; The Tactician is so adept at helping others find their way in the heat of battle that she may use the aid another combat action as a move action instead of a standard action. At higher levels, those he assists with the Aid Another option gain the listed bonus as an insight bonus to their attack roll or AC, whichever option the tactician chooses.
Combat Overview; The Tactician is able to see the battle and its effects in her mind and may thereby organize his allies optimally. Use of this ability is a move action, and allows a single ally within 60 ft. to do one of the following things.
- Avoid an attack of opportunity. Any single attack of opportunity to which an opponent would otherwise be entitled is avoided entirely by the tacticians ally. This ability must be declared on the tacticians turn and the ally and opponent who are affected must be declared at that time. If circumstances change such that the attack of opportunity is not provoked, the ability still counts as used.
- Treat one opponent as if he was flat-footed against the ally. Foes with the uncanny dodge ability are immune to this effect.
- Avoid being flat-footed against one foe for the round
Coordinated Initiative; The Tactician must declare the use of this ability as a free action before initiative is determined in combat. When activated, coordinated initiative allows all of the tacticians allies within 30 ft. to use his initiative instead of theirs.
Coordinated Attack; Use of this ability is a full round action, and the Tacticians allies must delay their own actions until the tacticians initiative if they wish to gain its benefits. On his initiative, the tactician calls out a single target and all of his allies within 30ft. may immediately make a normal melee or ranged attack rolls against that target. These attacks all receive a +1 bonus to both attack and damage for every ally involved, up to a maximum of +5.
FEATS
:
Keen Scent
: (Racial) Benefit: You gain the scent special ability.
Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Razorfang
(1st): Your powerful jaws and steely teeth are deadly enough to give you a bite attack. Benefit: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. Youre considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus -5, and adds half your Strength modifier to damage.
Dodge
(2nd):You gain a +1 Dodge Bonus to AC. A condition that makes you lose your DEX bonus to AC makes you lose the benefits of this feat.
Multiattack
(5th) This creature is particularly skilled at making attacks with its natural weapons.
Prerequisite: Three or more natural attacks.
Benefit: The creatures secondary attacks with natural weapons take only a 2 penalty.
Normal: Without this feat, the creatures secondary attacks with natural weapons take a 5 penalty.
Stealth Synergy
(Teamwork) Xein
Working closely with an ally, you are able to move like twin shadows.
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Trade Initiative
(Teamwork) Xein
Youre an expert at helping your partner respond faster, and vice versa.
Benefit(s): After initiative is rolled but before enemies initiative is revealed, you may trade the results of your die roll (not including modifiers) with an adjacent ally who also possesses this feat.
Skills
: (Name, Skill Modifier = Skill Ranks + Ability Modifier + Class + Misc. Modifiers)
(18 Ranks from Class,2 Ranks from Favored Class = 20 Total)
Acrobatics (DEX):
+10
(4 Rank+3 DEX+3 Class )
Climb (STR):
+8
(2 Rank+3 STR+2 Class )
Craft(Bows) (INT)
(+5)
(1 Rank+1 INT+0 Class+3)
Heal (WIS):
+5
(1 Rank+1 WIS+3 Class)
Intimidate (CHA)
(+3)
(1 Rank-1 CHA Class+3 )
Knowledge (Geography) (INT):
+4
(1 Rank+0 INT+3 Class)
Knowledge (Nature) (INT):
+4
(1 Rank+0 INT+3 Class)
Knowledge (Nature): Plains (INT):
(+6)
(1 Rank+0 INT+3 Class+2 Misc)
Knowledge (Local:FR Plains of Erenland,Kaladruns) (INT):
+4
(1 Rank+0 INT+3 Class)
Knowledge (Shadow) (INT):
+4
(1 Rank+0 INT+3 Class)
Perception (WIS):
+10
(6 Rank+1 WIS+3 Class)
Perception (WIS): -VS- Surprise
(+11)
(6 Rank+1 WIS+3 Class+1 Misc)
Perception (WIS): -VS- Humans
(+12)
(6 Rank+1 WIS+3 Class+2 Misc)
Ride (DEX)
(+6)
(0 Rank+3 DEX Class+3 )
Stealth (DEX):
+11
(5 Rank+3 DEX+3 Class)
Stealth (DEX):Plains
(+13)
(5 Rank+3 DEX+3 Class+2 Misc)
Swim (STR):
+7
(1 Rank+3 STR+3 Class )
Profession (Hunter) (WIS):
+5
(1 Rank+1 WIS+3 Class)
Survival (WIS):
+8
(4 Rank+1 WIS+3 Class)
Survival (WIS):To Follow or Identify Tracks
(+9)
(4 Rank+1 WIS+3 Class+1Misc)
Survival (WIS):-VS- Humans
(+10)
(4 Rank+1 WIS+3 Class+2 Misc)
Survival (WIS):Plains
(+12)
(4 Rank+1 WIS+3 Class+4 Misc)
Craft(Bows) (INT)
(+5)
(1 Rank+1 INT+0 Class+3 )
Languages Spoken:
Halfling
Fluent
lightgreen
Erenlander
Fluent
orange
Colonial
Pidgin
fuchsia
Norther
Pidgin
olive
Black Tongue
Pidgin
brown
Trader's Tongue
Pidgin
yellow
Danisil (Jungle Mouth)
Pidgin
green
Orcish
Pidgin
red
Wildlander Silent Tongue
Pidgin
red
Equipment:
Encumbrance: 50# or less = LIGHT, 51#-100#=MEDIUM, 101#-150= HEAVY
Studded Leather Armor(Masterwork); 7.5#
Chain Shirt MW
Buckler(Metal),Masterwork; 2.5#
Dagger: : .5#
Spear: 6#
Long Sword: 2#
Greatsword,MW: 8#
Short Bow:: 1.5#
Arrows (43) : 3#
Light Crossbow,MW:
+29 Bolts
Flint & Steel:
Rope, Hemp, 50: 10#
Backpack: .5#
Bedroll: 1.25#
Pouch, belt: .5#
Water Skin; 1#
Trail Rations +17
Small Knives: For Skinning and Preparing Prey: 1#
Travelers Outfit: .5#
Potions from Big Brother;
1 Each Shield of Faith C.L. 1st (Protection)
2 Each Cure Light wounds C.L 1st (Small Wounds)
1 Each Cure Moderate wounds (Dire Wounds)
1 Each Delay poison (Poison)
Studded Leather Breastplate,MW 3#
Dwarven Smiths Armor,Studded Leather,Fire resistance ER3 7.5#
Leathermans Tools 1#
3 Perfectly round hollow palm size stones 1#
An old spy-glass made out of copper tubing. (Although you have never seen one before.)
A exquisitely carved stone figurine in the likeness of a Dornish Warrior standing with his hands over the pommel of a blade
A passably legible drawn map of the surrounding area, it is marked with Orcish troop movements and a rough day estimate of supply shipments. (There is a further indication of the tribe of Orcs. Blood Mother tribe is the patrols and supply shipments.) The Pass of the Eagles is marked as heavily patrolled and too dangerous to scout. (There is a mixed note of Blood mother with additional reinforcements of the Bone mother Tribe.)
Several small locations are marked. One is a watering hole, there is one note of a Dwarven rune, a small village, Durgis Rock, and a campfire. (+2 on survival checks to not become lost.)
Total Weight of Equipment: 50#
Overhead: 150#
Lift: 300#
Drag: 750#
Wealth:
Spells: None
Background:
(click to show/hide)
His entire life has been spent within the confines of Lord Skinners pen. Having to fight daily to maintain his rank among the others has made Rash'Gar strong and deadly. His one venture outside the pen without permission resulted in sever punishment from Lord Skinner. Participating in the hunting of the mongrel dunni has also honed his tracking and hunting skills.
Followers:
"Flit" 3rd level Rogue/Wildlander Goblin
"Wisp" - 3rd level Rogue/Wildlander Goblin
Currently carrying 90 days of rations in addition to their normal gear.
«
Last Edit: June 22, 2018, 07:58:24 PM by Jester
»
Logged
Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,586
"Inch towards daylight"
Re: Book of Shadows (Clarion Quietus)
«
Reply #4 on:
June 09, 2011, 09:54:15 PM »
Xein
(click to show/hide)
Male, Humanoid- Elfling, [Trapped Spirit]
Wildlander-5, Fighter- 1
Height: 3'6"
Weight: 44 lbs
Size: Small (+1 AC, +1 Attack, -1 CMB, -1 CMD, +4 Stealth)
Bodycast:
Luke Goss
Thin and wiry, Xein moves with a speed that is more brutally efficient than graceful that is more common among his race. Tense and always wary of his surroundings, the Elfling always seems ready to leap into action at a moments notice. He has snowy white hair which he keeps short. His most unusual feature by far is his pale skin. His body is covered in scars and his sharp blue eyes have the haunted look of a slave who has been tortured for years. Yet upon closer inspection the scars he bares are the precise cuts of a master surgeon, rather than the unrelenting whips of a slave master or the savage strikes of an Orc's blade. Quietly intelligent and aware, he strives to take in as much detail around him from those he hunts and works with.
He carries only what he needs and nothing more. He packs light and travels fast, wearing armor while he sleeps. He often spends several hours a day training his body to maintain his physical condition. He has been raised to show deference to all Legates but his loyalty to Lord Skinner shows through above all.
Strength: 12 +1
Dexterity: 22 +6
Constitution: 12 +1
Intelligence: 12 +1
Wisdom: 14 +2
Charisma: 12 +1
Karma: 17 +3
Light:1-33 lbs
Medium:34-66 lbs
Heavy:67-100 lbs
Lift (Over head):100 lbs
Lift (Off ground):200 lbs
Push/Drag:500 lbs
Statistics:
VP: 12/50
WP: 10/12
initiative: +11 6(Dex) +1 (Danger Sense) +4 (Improved intiative)
speed: 30 ft.
BAB
: +6
CMB
: +11 +6(Bab) +6(Dex) + -1(size)
CMD
: 22 10 (Base) +6 (bab) +6 (Dex) +1 (str) -1 (size)
Action Points: 11/15
Defense:
AC: Total: 25 10 (Base) +6 (Dex) + 5 (Class)+2 (Armor) +1 (Shield) +1 (Size)
Touch AC: Total: 22 10 (Base) +6 (Dex) +5 (Class)+1 (Size)
Flat Footed AC: Total: 19 10 (Base) +5 (Class)+2 (Armor) +1 (Shield) +1 (Size)
Body Area Armor Type Bludgeon DR Pierce DR Slash DR Damage Threshold
1) Head none 0 0 0 8
2-4) Torso Studded Leather 1 2 1 25
5) Right Arm Studded Leather 1 2 1 10
6) Left Arm Studded Leather/Buckler 1 2 1 10
7-8) Right Leg Studded Leather 1 2 1 13
9-10) Left Leg Studded Leather 1 2 1 13
Steel Buckler: D.R. 6
Saving Throws:
Fortitude:
+7*^ +5 (base) +1 (Fort) +1(racial)
Reflex:
+9* +2 (base) +6 (Dex) +1(racial)
Will:
+5* +2 (base) +2 (wis) +1(racial)
*+1 vs Spell/ Spell like abilities
^ +4 bonus from Endurance feat
Offense:
Melee:
+8* = 6 (bab) +1 (str) +1 (size)
Finesse:
+13 = 6(bab) +6 (Dex) +1 (size)
Mw. Dagger: Attack +14*, Damage: 1d3+6*, critical 19/20 x2
Type- Piercing/Slashing
Ranged:
+13* = 6 (bab) +6 (dex) +1 (size)
Mw. Composite Longbow: Attack- +12, Damage- 1d6+1*, Critical x3,
Range 110 ft. Type- Piercing.
Mw. Dagger: Attack +12*, Damage 1d3+1*, Critical 19/20 x2,
Range 10 ft. Type- Piercing/slashing
-*+2 attack/damage bonus against Channelers.
Skills:
Total: Ranks + Ability+ Misc
Acrobatics = +13 4 ranks + 6 dex +3 class
*Bluff= +1 0 ranks +1 cha
Climb = +10 2 ranks +1 str +2 racial +3 class +2 equipment
Escape Artist= +7 1 rank +6 Dex
Heal = +9 2 rank +2 wis +2 racial +3 class
*K. Arcana = +9 4 ranks +1 int +1 trait +3 class
*K. Geography = +5 1 rank +1 int +3 class
*K. Nature= +5 1 rank +1 int +3 class
*K. Shadow= +6 2 rank +1 int +3 class
K. Central Erenland= +5 1 rank +1 int +3 class
K. Southern Kaladruns= +5 1 rank +1 int +3 class
K. Engineering = +6 1 rank +1 int +1 trait+3 class
Intimidate= +5 1 rank +1 cha +3 class
*Perception = +13 5 ranks +2 wis + 2 racial +1 Danger sense +3 class
*Sense motive = +7 2 rank +2 wis +3 class
Linguistics = +8 4 ranks +1 int +3 class
Ride = +9 1 rank +5 dex +3 class
Spell Craft = +14 6 ranks +2 (wis) +2 (Path) +1 (trait) +3 (class)
Stealth = +21 6 ranks +6 dex + 2 racial +4 size +3 class
*Survival = +10/+14 5 ranks +2 wis +3 class/ +4 when tracking or identifying tracks.
Swim = +5 1 rank +1 str +3 class
*+2 bonus against Channelers
Languages:
Fluent- Halfling
(Racial/Background)-Primary
Fluent-Norther
(Background)- Primary
Fluent- Colonial
(Background)-Primary
Fluent- Traders Tongue (2)
-Related(1)/Trained(2)
Basic- Orcish (2)
-Trained(2)
Basic- Erenlander(2)
-Related(2)
Pidgin- Black tongue (1)
(Background)
Pidgin- Jungle Mouth (1)
-Related(1)
Traits:
Mathematical Prodigy (+1 Knowledge Engineering, +1 Knowledge Arcana/Class skills)
Classically Schooled (+1 Spell Craft/Class skill)
Feats:
Weapon and Armor Proficiencies:
A wildlander is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Innate Magic (Racial) (Wisdom)
Choose a number of 0-level spells fromt he Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell-like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
Endurance (Background)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist non-lethal damage, Constitution checks made to avoid non-lethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid non-lethal damage from starvation or thirst, Fortitude saves made to avoid non-lethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Improved Initiative (1st)
You get a +4 bonus on initiative checks.
Weapon Finesse (3rd)
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Clever Fighting:
Add your dexterity damage to all light or one-handed weapon damage rolls.
Drive it deep
Take a -1 penalty to your attack rolls with light or one-handed weapon rolls for +2 damage. At Bab +4 and every four Bab past that, you take an additional -1 for +2 damage.
(click to show/hide)
Low light Vision: Racial:
Elflings can see twice as far as a human in starlight, moonlight , torchlight, and similar conditions of poor illumination.. They retain the ability to distinguish color and detail under these conditions.
Favored Class-Wildlander: Add +1/2 to Survival checks made to track a creature. (+2)
Track
: A Wildlander adds half his/her level to Survival skill when following or identifying tracks. (+2)
Master Hunter (Channeler):
+2 Bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against creatures of the chosen type. In addition, he gains a +2 bonus on weapon attack and damage rolls against such creatures.
Sense Free Magic:
At will, the Wildlander can use Detect Magic as an Extraordinary ability as per the spell, except that this ability only reveals the presence of the Arcane Magic of Chanellers and those with the Magecraft feat. In addition for purposes of tracking or detecting the creature for which he has the Master Hunter ability the Wildlander is considered to have the Scent ability.
Hated Foe (Channeller)
You gain one additional Hunters Strike against a foe for which you have chosen the Master Hunter trait.
Danger Sense:
+1 initiative/+1 perception
Hunters Strike:
1/day +1/day Vs. Channellers. Automatically deals x2 damage on an attack. If used on a critical hit it instead moves the multiplier up by 1. So a dagger, normally a x2 weapon would be considered a x3 weapon instead.
Drain Spell Energy (Su):
When possessing an animal, the astirax is able to deliver the attack that causes it to be feared by channelers. Whenever an astirax hits any character with the Magecraft feat with the primary attack of its host creature, it immediately drains 1d4 points of spell energy from its victim in addition to normal damage. If this reduces the spell energy of the creature to zero, then any remaining damage is taken as temporary Constitution damage just if the creature had cast a spell. This Constitution dmage follows all the normal rules for spellcasting Constitution dmage, including its inability to be healed by any means other than a full night's rest.
Sense Magic (Su):
Astiraxes' essences are formed from the magic of the world itself; when they possess the animals of the world, their connection to both the physical world and the unseen world of magic allows them to sense nearby spell effects almost as if by scent. Spells cast by a Channeler, magic items crafted by a Channeler at a power nexus, and continuous magic effects from either of those sources can all be detected by an Astirax's senses.
The range at which an Astirax can sense such effects, while theoretically unlimited, is determined by how powerful the magic is. It senses active spells and magic items at a range of one-half mile per caster level. For instance, a character carrying a +2 longsword (with a caster level of 6) is detectable at three miles away, while one with a wand of cure light wounds (with a caster level of 5) is detectable at two and a half miles. An Astirax can detect the general direction and distance (to one-half mile) of any detected effect.
However, emanations that are near each other create a sort of mystical feedback, amplifying the range at which any emanation can be detected. For each additional emanation within a 5-ft. radius beyond the first, the range at which all emanations within that radius can be detected increases by one-half mile. For instance, if the above character cast a shield spell on himself (with a caster level of 3) and continued to carry the +2 longsword (with a caster level of 6), the longsword would become detectable at three and a half miles and the shield spell, normally detectable at only one and a half miles, would become detectable at two miles.
The ability of legates' Astiraxes companions to sense magic improves as the legate advances. This enhanced sense adds a flat 5-mile (at 9th level) or 10-mile (at 15th level)increase to the distance at which any spell effect can be detected. So for instance, a 9th-level legate's Astirax companion could detect the above +2 longsword-bearing, shield-casting character at eight and a half miles, while a 15th-level legate's Astirax companion could detect the character at 13 and a half miles.
Astiraxes do not need to be concentrating to use this ability, so they automatically become aware of any channeled spell effect within range. If the spell is instantaneous, it registers for only a moment, but long enough for the Astirax to detect the general direction and distance (within one-half mile) of the emanation. Astiraxes automatically determine the caster levels of all spell effects that they detect, and may make Spell-craft checks to determine what spell is being cast, identify spells that are already in place, or identify the schools of magic of an effect, all as if they had cast detect magic and were able to see the spell-caster or effect in question.
Once within one-half mile of an effect, an Astirax may make Survival checks (DC 30 - 1 per caster level of the effect) to determine the exact direction and estimated distance (within 50 ft.) of each effect.
Spell trigger items such as wands and staffs are considered to have half their normal caster level unless they are being used, since the power stored within is not fully realized until the user activates it. Power nexuses cannot be sensed by an Astirax unless they are currently being used by a Channeler to create an item or help power a spell. In this case, the nexus radiates at twice the caster level of the item being created or the spell being cast.
Since an Astirax is sensing emanations via its spirit self, physical barriers do not block its ability to sense magic. It can sense a spell being cast miles below the surface, although tracking those emanations is made very difficult by the intervening stone. The magic aura sell can be used to mask an item's aura from an Asirax's sense magic ability, in which case it gets a Will save to see through the illusion. If it fails this save, it believes the magic (or lack thereof) to be valid until it can examine it within 30 feet, at which time it gains another saving throw.
Empathic/Telepathic Link: (Su)
Xein Can Empathetically feel the emotions of and also telepathically speak to Skindancer.
Empathic Link
Xein can empathicaly feel the emotions of Rash'gar.
Spells/Spell like abilities:
Innate Magic-: Light, Create water, Cure Minor Wounds
Path: Ex- Detect Magic; 5/day
_Sp- Dispel Magic; 1/day
Class: Ex- Detect Magic (Arcane Magic); At will.
Heroic Path: Null-
1st: Null, Sense Magic +1
2nd: Magic resistance +1
3rd: Null field (4)
4th: Dispel magic 1/day
5th: Spell Resistance 15
6th: Sense Magic +2
Null (Ex):
Null characters cannot take the Magecraft feat or any levels in a spellcasting class and cannot learn the Use Magic Device skill. Spell-like abilities (such as those from this Heroic Path and certain Prestige Classes) may be used as normal.
Sense Magic (Ex):
Null characters are naturally sensitive to the flow of magic around themselves. A Null character can cast detect magic a number of times per day equal to 3 + her Wisdom modifier. She adds her sense magic bonus to Spellcraft checks to study auras and identify spells being cast. A null character substitutes her Wisdom modifier for her Intelligence modifier whenever she uses the Spellcraft skill. He also gains the Sense Magic bonus to Spellcraft checks to identify the spell being cast.
Magic Resistance (Ex):
Null characters are naturally resistant to magical effects. A Null character adds her magic resistance bonus to all saving throws against spells and spell-like abilities.
Null Field (Ex):
The Null character can conceal one magical aura per level. Magical auras that should emanate from the character or any object on her person are suppressed by the null field. While concealed, objects and spell effects cannot be detected by Detect Magic or an Astirax's sense magic ability. If the Null character has more magical objects than she can conceal, those with the highest caster levels are unaffected by this ability. The Null character cannot choose to conceal some objects and not others. Raising and lowering the null field is a free action. An object cannot be used by the Null character while its aura is being concealed.
Equipment: Total Weight: 41.75 lbs.
Backpack .5 lbs
Bedroll 1.25 lbs.
MW. Composite Longbow (small) 1.5 lbs.
Arrows x30 2.25 lbs.
MW. Dagger x2 (small) 1 lb.
M.W. Studded leather armor (small) 10 lbs.
M.W. Steel Buckler 1 lb.
Potion of cure moderate wounds x1 (C.L. 3rd- Divine)
Potion of Resist Energy- Fire X1 (C.L. 3rd- Divine)
Potion of Lesser restoration x2 (C.L. 3rd- Divine)
Potion of Delay poison x1 (C.L. 3rd- Divine)
Potion of Shield of Faith x2(C.L. 2nd- Divine)
Potion of Remove fear x4 (C.L. 1st- Divine)
Potion of cure light wounds x2(C.L 1st- Divine)
Water skin (Medium) 4 lbs. (Currently: Full)
Climbing Gear (Small) 1.25 lbs.
Torch x5 5 lbs.
Crowbar 3 lbs.
Oil Flasks x10 10 lbs.
D.T.R. x6 (small) 1.5 lbs.
«
Last Edit: June 21, 2018, 04:22:44 PM by Luiniel Blades
»
Logged
Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.
Jade17
Heepa-Heepa
Spell Energy / Taint +0/-0
Posts: 24
Re: Book of Shadows (Clarion Quietus)
«
Reply #5 on:
February 22, 2012, 04:00:49 PM »
Sister Mara
(click to show/hide)
Urban Sarcosan
Sanctified Rogue 3
Ability Scores
Str: 10
(+0)
Dex: 15
(+2)
Con: 11
(+0)
Int: 16
(+3)
Wis: 12
(+1)
Cha: 17
(+3)
Karma: 10
10
(+0)
Vitality /Wound:
11/18
Speed:
30 ft.
Initiative:
+ 2 (+ 2 dex)
Action Points:
10
Defense
Armor Class:
18 (10 base + 2 dex + defense +4 armor +2 ) (Masterwork Studded Leather)
CMD:
14 (10 base + 2 BaB + 2 dex)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
4
2-4) Torso
Studded Leather (Comp)
1
2
0
13
5) Right Arm
Studded Leather (Comp)
1
2
0
5
6) Left Arm
Studded Leather (Comp)
1
2
0
5
6) Right Leg
Studded Leather (Comp)
1
2
0
6
6) Left Leg
Studded Leather (Comp)
1
2
0
6
Combat
BaB:
+ 2
Sneak Attack adds +2d6 to attacks against Flanked or Flat Footed targets
Melee:
Scorpion Whip + 3, 1d4, x2 crit, Reach 15, Trip, Disarm, Subdual
Dagger +2, 1d4, 19-20 x2 crit.
Ranged:
Dagger + 4, 1d4, 19-20 x2 crit. 10' range
CMB:
+ 2
Saves
Fort:
+1
=
+ 1 Base
+ 0 Con
Ref:
+5
=
+ 3 Base
+ 2 Dex
Will:
+2
=
+ 1 Base
+ 1 Wis
Skills
[(8 class + 3 int + 1 sarcosan) x3 level = 36 skill points]
+8
Acrobatics
3 ranks
+3 class
+2 dex
+9/+10
Bluff
3 ranks
+3 class
+3 cha
(+1 attractiveness, trait)
+9/+10
Diplomacy
3 ranks
+3 class
+3 cha
(+1 attractiveness, trait)
+9
Disguise
3 ranks
+3 class
+3 cha
+4
Heal
3 ranks
+1 Wis
+9
Intimidate
3 ranks
+3 class
+3 cha
+6
Knowledge(Religion)
3 ranks
+3 int
+9
Linguistics
3 ranks
+3 class
+3 int
+6
Perception
3 ranks
+3 class
+5
Ride
3 ranks
+2 dex
+6
Sense Motive
3 ranks
+3 class
+8
Stealth
3 ranks
+3 class
+2 dex
Class Abilities
Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Evasion
: 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.
Death Domain
Bleeding Touch
(Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Feats
Shadow Initiate
(1st Level)
Shadow Acolyte
(Sarcosan)
Weapon Focus Whip
(Rogue 2)
Shadow Devotee (death domain)
(3rd Level)
Traits
Sacred Touch:
As a standard action, stablize a dying creature by touching them
Charming:
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Ex. Wp. Whip
Spells
(underlined spells are domain spells)
DC 11+
Orisons
- 3
Stabilize
Mending
Spark
1st level- 4 +1 domain spell per day
Cause Fear (D)
Sanctuary
Divine Favor
Abadar's Truthtelling
Tap Inner Beauty
2nd level- 1 +1 domain spell per day.
Death Knell (D)
Languages
Erenlander
Traders tongue
Colonial (2)
Courtier (2)
Black Tongue (1)
Items
Carrying capacity:
Light Load: 33 lbs
Medium Load: 34-66 lbs
Heavy Load: 67-100 lbs
Overhead: 100
Lift: 200
Drag: 500
«
Last Edit: February 22, 2012, 08:15:04 PM by Doomed Hero
»
Logged
callie
Heepa-Heepa
Spell Energy / Taint +0/-0
Posts: 25
Re: Book of Shadows (Clarion Quietus)
«
Reply #6 on:
February 22, 2012, 10:46:22 PM »
Sister Amril
(click to show/hide)
The Man in the Long Black Coat by Mark Lanegan
Urban Sarcosan
Sanctified Rogue 3
Ability Scores
Str: 10
(+0)
Dex: 15
(+2)
Con: 11
(+0)
Int: 16
(+3)
Wis: 12
(+1)
Cha: 17
(+3)
Karma: 10
10
(+0)
Vitality /Wound:
11/18
Speed:
30 ft.
Initiative:
+ 2 (+ 2 dex)
Action Points:
10
Defense
Armor Class:
18 (10 base + 2 dex + defense +4 armor +2 ) (Masterwork Studded Leather)
CMD:
14 (10 base + 2 BaB + 2 dex)
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
4
2-4) Torso
Studded Leather (Comp)
1
2
0
13
5) Right Arm
Studded Leather (Comp)
1
2
0
5
6) Left Arm
Studded Leather (Comp)
1
2
0
5
6) Right Leg
Studded Leather (Comp)
1
2
0
6
6) Left Leg
Studded Leather (Comp)
1
2
0
6
Combat
BaB:
+ 2
Sneak Attack adds +2d6 to attacks against Flanked or Flat Footed targets
Melee:
Scorpion Whip + 3, 1d4, x2 crit, Reach 15, Trip, Disarm, Subdual
Dagger +2, 1d4, 19-20 x2 crit.
Ranged:
Dagger + 4, 1d4, 19-20 x2 crit. 10' range
CMB:
+ 2
Saves
Fort:
+1
=
+ 1 Base
+ 0 Con
Ref:
+5
=
+ 3 Base
+ 2 Dex
Will:
+2
=
+ 1 Base
+ 1 Wis
Skills
[(8 class + 3 int + 1 sarcosan) x3 level = 36 skill points]
+8
Acrobatics
3 ranks
+3 class
+2 dex
+9/+10
Bluff
3 ranks
+3 class
+3 cha
(+1 attractiveness, trait)
+9/+10
Diplomacy
3 ranks
+3 class
+3 cha
(+1 attractiveness, trait)
+9
Disguise
3 ranks
+3 class
+3 cha
+4
Heal
3 ranks
+1 Wis
+9
Intimidate
3 ranks
+3 class
+3 cha
+6
Knowledge(Religion)
3 ranks
+3 int
+9
Linguistics
3 ranks
+3 class
+3 int
+6
Perception
3 ranks
+3 class
+5
Ride
3 ranks
+2 dex
+6
Sense Motive
3 ranks
+3 class
+8
Stealth
3 ranks
+3 class
+2 dex
Class Abilities
Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Evasion
: 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.
Darkness Domain
Night Hunter
(Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Feats
Shadow Initiate
(1st Level)
Shadow Acolyte
(Sarcosan)
Blind Fight
(Domain bonus)
Weapon Focus Whip
(Rogue 2)
Shadow Devotee (death domain)
(3rd Level)
Traits
Sacred Touch:
As a standard action, stablize a dying creature by touching them
Charming:
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Ex. Wp. Whip
Spells
(underlined spells are domain spells)
DC 11+
Orisons
- 3
Stabilize
Mending
Spark
1st level- 4 +1 domain spell per day
Sleep (D)
Sanctuary
Divine Favor
Abadar's Truthtelling
Tap Inner Beauty
2nd level- 1 +1 domain spell per day.
Blindness(D)
Languages
Erenlander
Traders tongue
Colonial (2)
Courtier (2)
Black Tongue (1)
Items
Carrying capacity:
Light Load: 33 lbs
Medium Load: 34-66 lbs
Heavy Load: 67-100 lbs
Overhead: 100
Lift: 200
Drag: 500
«
Last Edit: October 26, 2012, 02:59:39 AM by Doomed Hero
»
Logged
Shadow Soldier
Insurgent Spy
Spell Energy / Taint +1/-13
Gender:
Posts: 193
Re: Book of Shadows (Clarion Quietus)
«
Reply #7 on:
January 07, 2013, 05:15:38 PM »
Sir Riddar
(click to show/hide)
Male, Dorn
Fighter (Two-Handed archetype), Level-5
Dark, Greying hair
Cold pale skin
Mismatched eyes, Blue and Yellow (Grants Dark-vision 60 ft.)
Ability Scores
Strength: 18
(+4)
Dexterity: 14
(+2)
Constitution: 16
(+3)
Intelligence: 14
(+2)
Wisdom: 14
(+2)
Charisma: 14
(+2)
Karma: 10
(+0)
Vitality /Wound:
61/16
Speed:
30 ft.
Initiative:
+3 (+ 2 dex, +1 Tactical Awareness)
Action Points:
14
Defense
Armor Class:
25 (10 base, + 2 dex, + 7 defense, + 5 armor, ) (Masterwork Full Plate)
CMD:
21/25/25 (10 base + 5 Base attack Bonus, + 4 Strength, + 2 Dexterity,) (+4 vs. Sundering) (+4 vs. Disarm/Overrun)
Blessings of Shadow:
Riddar is now immune to bleed damage and has 25% Fortification against Sneak attacks and Critical Hits. Riddar now also has DR 2/- against slashing damage. He also only requires half the usual amount of sleep to recover but is completely unaware of his surroundings while doing so.
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Full Helm-25%
7
3
7
9
2-4) Torso
Full Plate (Hard)
7
3
7
30
5) Right Arm
Full Plate (Hard)
7
3
7
12
6) Left Arm
Full Plate (Hard)
7
3
7
12
6) Right Leg
Full Plate (Hard)
7
3
7
15
6) Left Leg
Full Plate (Hard)
7
3
7
15
Combat
BaB:
+ 5
Melee:
(Razor) Mw. Great-Sword + 13, 2d6+11, 19/20x2 crit, Slashing
-(Power Attack= +11, 2d6+17)
-(Bulls Strength= +14, 2d6+23)
Dagger +9, 1d4+4, 19-20 x2 crit, S/P
Ranged:
Mw. (+4 Strength) Composite Orcish Short-bow, 1d6+4, 70' range
Piercing, +8 attack, x30 Arrows
Dagger +7 attack, 1d4+4, 19-20 x2 crit. 10' range
CMB:
+ 9/+13 when sundering.
Saves
Fort:
+8
=
+ 4 Base
+ 3 Con
+ 1* Racial
Ref:
+3
=
+ 1 Base
+ 2 Dex
Will:
+5
=
+ 1 Base
+ 2 Wis
+ 2 Iron Will
*Immune to cold weather effects.
Skills
[(6 class + 2 int + 1 Dorn) x5 level = 45 skill points]
+2
Appraise
1 ranks
+1 int
+6
Craft(Weapons)
2 ranks
+1 int
+3 Class
+6
Craft(Armor)
2 ranks
+1 int
+3 Class
+8
Climb
1 rank
+3 class
+4 Str
+8
Diplomacy
3 ranks
+3 class
+2 cha
+5
Heal
3 ranks
+2 Wis
+8
Intimidate
3 ranks
+3 class
+2 cha
+3
Knowledge(History)
2 ranks
+
+1 int
+6
Knowledge(Dungeoneering)
2 ranks
+3 class
+1 int
+6
Knowledge(Engineering)
2 ranks
+3 class
+1 int
+3
Knowledge(Religion)
2 ranks
+1 int
+6
Knowledge(Shadow)
2 ranks
+3 class
+1 int
+7
Knowledge (Warfare)
3 ranks
+3 class
+1 int
+8
Linguistics
1 rank
+3 class
+2 Int
+2
+5
Perception
3 ranks
+2 Wisdom
+8
Ride
3 ranks
+2 dex
+3 class
+4
Sense Motive
2 ranks
+2 Wis
+6
Speak Language
4 ranks
+2 Int
+7
Profession (Soldier)
2 ranks
+3 class
+2 Wis
Class Abilities
Fighters: 4+int skills. At 5th level they gain Cultural Fighting Initiate as a bonus feat. and gain one of their culture's techniques. Others may be learned through experimentation or training in game.
Armor Training: This ability also increases the DR granted by any armor worn by 1.
Fumbles: Fighters gain a bonus equal to 1/2 their Fighter level to avoid fumbling with a weapon. (+2)
Shattering Strike (Ex):
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Armor Training 1
: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Overhand Chop (Ex): When a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
(1:)Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword
-Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
-A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
SOLDIER LEGATE:
You gain the Strength domain. and it's granted powers. You also gain one additional spell slot per spell level you qualify to cast. These spell slots can only be used to memorize the spells on the Strength domain list.
The round after you cast a spell you gain a +2 profane bonus to Strength.
War Domain
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Feats
Shadow Initiate
(1st Level)
Shadow Acolyte
(Dorn)
Power Attack
(Fighter 1)
Weapon Focus- Great-Sword
(Fighter 2)
Sword Brother (War domain)
(3rd Level)
Weapon Specialization Great-Sword
(Fighter 4)
Iron Will
(Warriors Way-Leader of Men)
Human Fighting Initiate-Adaptable Champion- Bundle of Steel
(Fighter 5)
Improved Sunder
(5th Level)
Traits
Strong Until The End x2:
Riddar does not take the normal aging penalties associated with the Middle age or Old Categories.
Weapon Familiarity: Dorns may treat bastard swords and Dornish horse spears as martial weapons, rather than as exotic weapons.
Favored Region: Northlands.
+1 racial bonus on Fortitude saving throws. This bonus increases to +5 when the Dorn makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, Dorns suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
+1 racial bonus on attack rolls when fighting in groups of five or more Dorns.
+1 racial bonus on attack rolls when using a melee weapon two-handed.
Automatic Languages: Erenlander and Norther. Bonus Languages: Colonial, High Elven, Orcish, and Trader's Tongue.:
Spells
(underlined spells are domain spells)
DC 12+ Spell Level
Orisons
- 3
Stabilize
Create Water
Spark
1st level- 4 +1 domain spell per day
Magic Weapon (D)
- Grants a +1 magic enhancement bonus to weapon.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Shield of Faith- +2 deflection bonus to AC.
Bless- All allies gain a +1 morale bonus to attacks and saves against fear, 50 radius centered on caster.
Hide from Undead: Undead can't perceive one subject/level.
2nd level- 4 +1 domain spell per day.
Spiritual Weapon(D)
-Summons a spiritual weapon of force of your Deity's favored weapon.
Resist Energy (Fire)- Reduces any fire damage by 10. /50 Minutes.
Bulls Strength- +4 enhancement bonus to Strength. /5 Minutes
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Weapon of Awe: The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw.
3rd level 1+1 domain spell per day.
Magic Vestment(D)
-Armor or shield gains +1 enhancement per four levels.
Deadly Juggernaut: With every enemy life you take, you become increasingly dangerous and difficult to stop.
Languages
Erenlander
Norther
Orcish (2)
Colonial (2)
Courtier (2)
Black Tongue (1)
Traders Tongue (2)
Items
Horned Skull of Izrador, Holy Symbol
Back Pack,
Bed roll,
Travelers outfit,
Flint & Steel
Lantern (Hooded)
Oil Pints x4
Map casesx2
-Central Erenland
-Southern Kaladruns(Controlled areas)
DTR/x6
Magical Items:
Scrolls:
Protection from Good x1 cl.2
Cure Light wounds x5 cl.3
-Lesser Restoration x2 Cl.3
-Shield of Faith x2 Cl.3
-Magic Weapon x2 Cl.3
-Bulls Strength x2 Cl.3
-Shatter x2 Cl.3
-Bless x2 Cl.2
Resist Energy- x3 Cl.3
Cure Moderate Wounds x2 Cl.3
Potions:
-Cure Light wounds Cl.1 x3
-Delay Poison Cl.3 x2
-Bears Endurance x2 Cl.3
-Bulls Strength x2 Cl.3
Wands:
Heavy War Horse (Not with me Currently)
Carrying capacity:
Light Load: 100 lbs
Medium Load: 101-200 lbs
Heavy Load: 201-300 lbs
Overhead: 300
Lift: 600
Drag: 1,500
«
Last Edit: March 06, 2014, 01:52:15 AM by Shadow Soldier
»
Logged
Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,586
"Inch towards daylight"
Re: Book of Shadows (Clarion Quietus)
«
Reply #8 on:
August 20, 2016, 07:09:58 PM »
Group perception rolls:
*
Rash'Gar
: [roll]1d20+9[/roll ]
Aliya
:[roll]1d20+3[/roll ]
Riddar
:[roll]1d20+5[/roll ]
Xein
:[roll]1d20+11[/roll ]
King Blanket
:[roll]1d20+5[/roll ]
Clouse & Company
:[roll]1d20+6[/roll ]
Group Stealth rolls:
Rash'Gar
: [roll]1d20+11[/roll ]
Aliya
:[roll]1d20+2[/roll ]
Riddar
:[roll]1d20-2[/roll ]
Xein
:[roll]1d20+19[/roll ]
King Blanket
:[roll]1d20-6[/roll ]
Clouse
:[roll]1d20+1[/roll ]
Red
: [roll]1d20+2[/roll ]
Lacky
: [roll]1d20+13[/roll ]
Group initiative rolls:
Rash'Gar
: [roll]1d20+9[/roll ]
Aliya
:[roll]1d20+2[/roll ]
Riddar
:[roll]1d20+3[/roll ]
Xein
:[roll]1d20+11[/roll ]
King Blanket
:[roll]1d20+1[/roll ]
Clouse & Company
:[roll]1d20+2[/roll ]
«
Last Edit: August 20, 2016, 07:12:56 PM by Luiniel Blades
»
Logged
Siona33
Insurgent Spy
Spell Energy / Taint +0/-0
Posts: 172
Re: Book of Shadows (Clarion Quietus)
«
Reply #9 on:
May 24, 2017, 03:16:49 PM »
Aliya Ashara Arvalor
Female Urban Sarcosan
Legate 6
Abillity Saves:
Strength 10
Constitution 10
Dexterity 10
Intelligence 17
Wisdom 18(16 with racial malus)
Charisma 16
Karma 10
HP: 27
Base AC: 17
fort Save 19
Reflex Save 3
Will Save 15
Knoledge Arcane 5(+3)
knowledge shadow 5(+3)
knowledge Spirit 5(+3)
Heal 5(+3)
Sense ,motive 2
intimidate 3
survival 2
knowleedge planes: 2
Spellcraft 2
Feats
Magecraft, and blind fighting, aside from that standart legate
«
Last Edit: June 19, 2018, 01:45:14 PM by Siona33
»
Logged
Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,586
"Inch towards daylight"
Re: Book of Shadows (Clarion Quietus)
«
Reply #10 on:
May 29, 2017, 06:43:05 PM »
Siona, looking at Aliya's character sheet, I can't help but notice that she ought to be at least a little more powerful than she currently is. The upshot of diving into a slightly higher level game midway is you can build your character a little more freely knowing that you'll have the +1 stat point from level 4.
The way I'm looking it it right now is that you've spent 7 points for 15 intelligence, 13 points for 17 Wisdom, and 5 points for 14 Charisma. Which equals 25 points. Then added the +1 to her Wisdom score at 4th level. There are a couple of ways you could have built her to have some points left over, but the immediate changes I foresee are:
1.) Increasing both her
Intelligence
and
Charisma
score by +2 for racial adjustments, as you have taken the -2 to your Wisdom score.
2.) If those are the adjusted scores you want for your mental stats, then you've only spent 18/25 of your points and could further increase your physical stats.
It's up to you of course.
«
Last Edit: May 29, 2017, 06:45:58 PM by Luiniel Blades
»
Logged
Jester
Insurgent Commander
Spell Energy / Taint +1/-0
Gender:
Posts: 362
Re: Book of Shadows (Clarion Quietus)
«
Reply #11 on:
September 28, 2017, 09:58:33 PM »
Flit & Wisp
(click to show/hide)
Flit
Flit is a goblin Rogue/Wildlander who currently has thrown his lot in with Rash'Gar.
Goblin, 2nd Level (Rogue(Knife Master) 2)/Wildlander 1)
3'8" 85#, Size: Small
Hit Die Type: d8
Ability Scores:
STR:
10(+0)
DEX:
18(+4)
CON:
15(+2)
INT:
10(+0)
WIS:
13(+1)
CHR:
8(-1)
Karma:0
VP: 24 1st(5+2),2nd(5+2),3rd(8+2)
WP:15
Action Points: 0
Saving Throws:
Fort:
+2
= 0(Class) +2 (CON)
Reflex:
+8
= 4(Class) +4 (DEX)
Will:
+1
= 0(Class) +1 (WIS)
Defenses:
AC: 21 10(Base)+4 (Class)+2(Armor+4(Dexterity) +1Small
Flat-footed: 17 10(Base)+4 (Class)+2(Armor)+1Small
Touch: 20
Class Defense Bonus: 3rd level +4
Armor:
Studded Leather: +2 AC,D.R 1/-, -0 Check, -15% Spell fail, 7.5#
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Studded Leather (composite)
1
2
1
4
2-4) Torso
Chain Shirt
2
2
2
12
5) Right Arm
Studded Leather (composite)
1
2
1
5
6) Left Arm
Studded Leather (composite)
1
2
1
5
6) Right Leg
Studded Leather (composite)
1
4
1
6
6) Left Leg
Studded Leather (composite)
1
2
1
6
Max Dex +5
1) Head (Threshold= 15% of maximum Vitality)
2-4) Torso (Threshold= 50% of maximum Vitality)
5) Right Arm (Threshold= 20% of maximum Vitality)
6) Left Arm (Threshold= 20% of maximum Vitality)
7-8) Right Leg (Threshold= 25% of maximum Vitality)
9-10) Left Leg (Threshold= 25% of maximum Vitality)
Attacks & Weapons: Right-Handed
Melee Attack: +7 (BAB +2, +4 DEX, +1 Small)
Ranged Attack: +6 (BAB +2, +4 DEX)
Combat Maneuver Bonus (CMB): 2 (BAB +2, +0 STR)
Combat Defense Bonus (CMD): 15 (Base 10 +BAB +2,+0 STR, +4 DEX, -1 Racial)
Initiative: +8 (Dex +4, Feat +4 )
Movement: 30 base
Weapons:
Dagger : 1d3/1d4; 19-20/x2; .5#; Piercing or Slashing
Short Sword,Small,MW: 1d4/1d6; 19-20/x2; 2#; Slashing
Short Bow,MW: 1d4/1d6; x3; 60' 1#; Piercing
Racial Abilities: Goblin
Ability Modifiers: +4 DEX -2 STR -2 CHR
Size SMALL: +1AC, +1 To Hit, -1 CMD, +4 Stealth
Natural Armor: Goblins tough hide and fur grant them a +1 Natural Armor Bonus
Fast,Base Speed 30'
Darkvision 60'
Race +4 Stealth
Fast Climb Ability; 15', +10 to Climb Checks
Tide of Claws
Also, goblins have the truly filthy habit of coating their weapons in their own waste. (Yes. They are gross.) This causes many who face goblins in combat to contract an awful disease known as Goblin Fever.
Any creature struck by a Goblin weapon must make a DC 15 Fort save to resist infection. The base DC rises by 1 for each additional wound. Example: Fedrig, a Sarcosan defender is in a fight with a group of goblin scouts. During the fight he takes 2 sword wounds and 5 arrows. 7 wounds. At the end of the combat Fedrig must make a DC 21 Fort save (The first wound sets the DC at 15, the additional 6 raise it to 21) Not surprisingly, Fedrig succumbs to the infection. The next day he begins shaking with fever. A week later he is dead.
Goblin Fever: Disease. Incubation time, 24 hours. Effects: 1d2 points of Con damage and a -2 penalty to all actions and Saves. Every day a DC 15 Fort Save must be made. Succeeding at this save three days in a row means that the character has recovered. Failing this Save means an additional 1d2 Con damage, and the count starts over.
Class Abilities: Rogue Knife Master
Sneak Attack +1d6
Hidden Blade - A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex)- A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.
Evasion
Rogue Talent 2nd Level Finesse Rogue
Benefit: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Class Abilities: Wildlander
A Wildlander is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Wildlanders receive the ability to Track. A wildlander adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wildlanders are notoriously difficult to surprise. At 3rd level, a wildlander gains a +1 bonus to initiative rolls and a +1 to Perception checks. Every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level), the wildlander may either increase his bonus to initiative rolls by +1 or increase his bonus to Perception checks by +1.
Wildlander Trait: At 1st and 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th) a wildlander gains a special trait of her choice from among the Traits. Unless otherwise noted, all wildlander traits are extraordinary abilities.
Trait 1st Level: Rapid Response: Improved Initiative,+4 on Initiative Checks
FEATS
:
FEATS:
1st Level Combat Distraction (Goblin)
Benefit: As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creatures misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull. Although youre acting like a lunatic, your unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a 2 penalty on Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This penalty stacks with other goblins performing combat distractions, as long as youre both adjacent to the distracted target.
3rd Level Roll With It (Combat, Goblin)
You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisite: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement.
For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place.
You are staggered for 1 round after you attempt to use this feat, whether or not you succeed.
Skills
: (Name, Skill Modifier = Skill Ranks + Ability Modifier + Class + Misc. Modifiers)
(18 Ranks from Class,2 Ranks from Favored Class = 20 Total)
Acrobatics (DEX):
+10
(3 Rank+4 DEX+3 Class )
Climb (STR):
+14
(1 Rank+0 STR+3 Class+10 Race )
Perception (WIS):
+6
(2 Rank+1 WIS+3 Class)
Stealth (DEX):
+18
(3 Rank+4 DEX+3 Class +4 Small +4 Race)
Swim (STR):
+4
(1 Rank+0 STR+3 Class )
Sense Motive (WIS):
+5
(1 Rank+1 WIS+3 Class)
Disable Device (DEX):
+8
(1 Rank+4 DEX+3 Class)
Ride (DEX):
(+4)
(0 Rank+4 DEX)
Escape Artist (DEX):
(+10)
(3 Rank+4 DEX+3 Class)
Survival (WIS):
(+2)
(1 Rank+1 WIS)
Sleight of Hand (DEX)
(+10)
(3 Rank+4 DEX+3 Class)
Bluff (CHR)
(+3)
(1 Rank -1 CHR +3 Class )
Lingustics (Halfling) (INT)
(+4)
(1 Rank +3 Class)
Languages Spoken:
Halfling
Fluent
lightgreen
Black Tongue
Pidgin
brown
Silent Tongue
Pidgin
[color=???]brown[/color]
Equipment:
Studded Leather Armor 7.5#
Dagger x4 : .5#
Short Sword,MW: 2#
Short Bow,MW:: 1.5#
Arrows (43) : 3#
Flint & Steel:
Rope, Hemp, 50: 10#
Backpack: .5#
Bedroll: 1.25#
Pouch, belt: .5#
Water Skin; 1#
Trail Rations +17
Wisp
Wisp is a goblin Rogue who currently has thrown his lot in with Rash'Gar.
Goblin, 2nd Level (Rogue(Sniper) 2/Wildlander1)
3'2" 65#, Size: Small
Hit Die Type: d8
Ability Scores:
STR:
10(+0)
DEX:
18(+4)
CON:
15(+2)
INT:
10(+0)
WIS:
13(+1)
CHR:
8(-1)
Karma:0
VP: 23 1st(7+2),2nd(4+2),3rd(6+2)
WP:15
Action Points: 0
Saving Throws:
Fort:
+2
= 0(Class) +2 (CON)
Reflex:
+8
= 4(Class) +4 (DEX)
Will:
+1
= 0(Class) +1 (WIS)
Defenses:
AC: 21 10(Base)+3 (Class)+2(Armor+4(Dexterity) +1Small
Flat-footed: 17 10(Base)+3 (Class)+2(Armor)+1Small
Touch: 20
Class Defense Bonus: 3rd level +4
Armor:
Studded Leather: +2 AC,D.R 1/-, -0 Check, -15% Spell fail, 7.5#
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
Studded Leather (composite)
1
2
1
4
2-4) Torso
Chain Shirt
2
2
2
12
5) Right Arm
Studded Leather (composite)
1
2
1
5
6) Left Arm
Studded Leather (composite)
1
2
1
5
6) Right Leg
Studded Leather (composite)
1
4
1
6
6) Left Leg
Studded Leather (composite)
1
2
1
6
Max Dex +5
1) Head (Threshold= 15% of maximum Vitality)
2-4) Torso (Threshold= 50% of maximum Vitality)
5) Right Arm (Threshold= 20% of maximum Vitality)
6) Left Arm (Threshold= 20% of maximum Vitality)
7-8) Right Leg (Threshold= 25% of maximum Vitality)
9-10) Left Leg (Threshold= 25% of maximum Vitality)
Attacks & Weapons: Right-Handed
Melee Attack: +7 (BAB +2, +4 DEX, +1 Small)
Ranged Attack: +6 (BAB +2, +4 DEX)
Combat Maneuver Bonus (CMB): 2 (BAB +2, +0 STR)
Combat Defense Bonus (CMD): 15 (Base 10 +BAB +2,+0 STR, +4 DEX, -1 Racial)
Initiative: +8 (Dex +4,Feat +4 )
Movement: 30 base
Weapons:
Dagger : 1d3/1d4; 19-20/x2; .5#; Piercing or Slashing
Short Sword,Small,MW: 1d4/1d6; 19-20/x2; 2#; Slashing
Short Bow,MW: 1d4/1d6; x3; 60' 1#; Piercing
Racial Abilities: Goblin
Ability Modifiers: +4 DEX -2 STR -2 CHR
Size SMALL: +1AC, +1 To Hit, -1 CMD, +4 Stealth
Natural Armor: Goblins tough hide and fur grant them a +1 Natural Armor Bonus
Fast,Base Speed 30'
Darkvision 60'
Race +4 Stealth
Fast Climb Ability; 15', +10 to Climb Checks
Tide of Claws
Also, goblins have the truly filthy habit of coating their weapons in their own waste. (Yes. They are gross.) This causes many who face goblins in combat to contract an awful disease known as Goblin Fever.
Any creature struck by a Goblin weapon must make a DC 15 Fort save to resist infection. The base DC rises by 1 for each additional wound. Example: Fedrig, a Sarcosan defender is in a fight with a group of goblin scouts. During the fight he takes 2 sword wounds and 5 arrows. 7 wounds. At the end of the combat Fedrig must make a DC 21 Fort save (The first wound sets the DC at 15, the additional 6 raise it to 21) Not surprisingly, Fedrig succumbs to the infection. The next day he begins shaking with fever. A week later he is dead.
Goblin Fever: Disease. Incubation time, 24 hours. Effects: 1d2 points of Con damage and a -2 penalty to all actions and Saves. Every day a DC 15 Fort Save must be made. Succeeding at this save three days in a row means that the character has recovered. Failing this Save means an additional 1d2 Con damage, and the count starts over.
Class Abilities: Rogue Sniper
Sneak Attack +1d6
Accuracy (Ex)
At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.
This ability replaces trapfinding
Evasion
Rogue Talent 2nd Level Snipers Eye
Class Abilities: Wildlander
A Wildlander is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Wildlanders receive the ability to Track. A wildlander adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wildlanders are notoriously difficult to surprise. At 3rd level, a wildlander gains a +1 bonus to initiative rolls and a +1 to Perception checks. Every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level), the wildlander may either increase his bonus to initiative rolls by +1 or increase his bonus to Perception checks by +1.
Wildlander Trait: At 1st and 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th) a wildlander gains a special trait of her choice from among the Traits. Unless otherwise noted, all wildlander traits are extraordinary abilities.
Trait 1st Level: Rapid Response: Improved Initiative,+4 on Initiative Checks
FEATS
:
FEATS:
1st Level Weapon Finesse
3rd Level Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Skills
: (Name, Skill Modifier = Skill Ranks + Ability Modifier + Class + Misc. Modifiers)
(18 Ranks from Class,2 Ranks from Favored Class = 20 Total)
Acrobatics (DEX):
+10
(3 Rank+4 DEX+3 Class )
Climb (STR):
+14
(1 Rank+0 STR+3 Class+10 Race )
Perception (WIS):
+6
(2 Rank+1 WIS+3 Class)
Stealth (DEX):
+18
(3 Rank+4 DEX+3 Class +4 Small +4 Race)
Swim (STR):
+4
(1 Rank+0 STR+3 Class )
Sense Motive (WIS):
+5
(1 Rank+1 WIS+3 Class)
Disable Device (DEX):
+9
(2 Rank+4 DEX+3 Class)
Ride (DEX):
(+4)
(0 Rank+4 DEX)
Escape Artist (DEX):
(+10)
(3 Rank+4 DEX+3 Class)
Survival (WIS):
(+2)
(1 Rank+1 WIS)
Sleight of Hand (DEX)
(+9)
(2 Rank+4 DEX+3 Class)
Bluff (CHR)
(+3)
(1 Rank -1 CHR +3 Class )
Lingustics (Halfling) (INT)
(+4)
(1 Rank +3 Class)
Languages Spoken:
Halfling
Fluent
lightgreen
Black Tongue
Pidgin
brown
Silent Tongue
Pidgin
[color=???]brown[/color]
Equipment:
Studded Leather Armor 7.5#
Dagger x4 : .5#
Short Sword,MW: 2#
Short Bow:: 1.5#
Arrows (43) : 3#
Flint & Steel:
Rope, Hemp, 50: 10#
Backpack: .5#
Bedroll: 1.25#
Pouch, belt: .5#
Water Skin; 1#
Trail Rations +17
«
Last Edit: June 22, 2018, 09:50:57 PM by Jester
»
Logged
Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,586
"Inch towards daylight"
Re: Book of Shadows (Clarion Quietus)
«
Reply #12 on:
June 05, 2018, 03:18:09 AM »
King Blanket
(click to show/hide)
Representing "Le Noir Faineant"
Campaign "Claron Quietus"
Male Ogre Barbarian 1
Age Unknown
9'; 950 lbs.
Body cast: Marvel Comic's The Abomination
Max HP: 59
AP (Lifetime): 5
Str: 22 +6
Dex: 8 -1
Con: 15 +2
Int: 6 -2
Wis: 11 +0
Cha: 11 +0
Speed: 30 ft.
Initiative: -1
BAB: +4
Melee : +8
Ranged: -2
CMB: +11
CMD: +20
Damn big club +11; 2d6+11
Stone Axe2d6
AC: 21; Touch 13, Flat 21.
Saves:
Fort: +8/+10; Reflex 0; Will +1/+3
Abilities:
Barbarian Rage, Darvision, Low Light Vision
Feats:
Breaker; Wild Rager; Climb; Toughness; Perception; Power Attack, Cleave
Traits:
Suspicious (+ 1 on sense motive checks)
Skills:
Acrobatics -2, Appraise -2, Climb +16, Escape Artist -2, Knowledge (All) -2, Sense Motive +1, Stealth -5, Survival +1, Swim +6.
Languages:
Black Tongue
Gear:
Damn big club (+4), Padded armor, Ogre clothes (rags), Ogre rations x 5, Stone axe, Flint and steel, Bag made of human skin, bed blanket, favorite blanket Dylan
Logged
Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,586
"Inch towards daylight"
Re: Book of Shadows (Clarion Quietus)
«
Reply #13 on:
July 09, 2018, 05:09:30 AM »
Clouse and Company
(click to show/hide)
Clouse
Marshal-5
Str:12
Dex:14
Con:11
Int:16
Cha:16
Wis:11
Fortitude: 4+0+1(Aura)=5
Will: 4+0+1(Aura)=5
Reflex: 1+2+2+1(Aura) (luck)=6
VP:26
WP:0
BAB:+3
AC: 19
CDB:+8
Head 15 3vp
R Arm 20 5vp
L Arm 20 5vp
Torso 50 13vp
R Leg 25 6vp
L Leg 25 6vp
Minor auras
Motivate Intelligence:
Bonus on Intelligence checks and Intelligence-based skill checks.
Watchful Eye:
Bonus on Reflex saves.
Motivate Charisma:
Bonus on Charisma checks and Charisma-based skill checks.
Major auras
Motivate Urgency:
Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.
Resilient Troops:
+1 Bonus on all saving throws.
Grant Move Action
(Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)
Gear:
Chainmail (+3 DR)
Heavy steel shield (+2 AC)
Longsword (D8dmg 19/20x2)
Feats:
Good Karma [Luck]
You can use your luck to aid an allyat the risk of your
own neck.
Prerequisite: Character level 3rd.
Benefit: You can expend one luck reroll as an immediate
action to redirect an attack made against an adjacent ally
so that it is made against you instead. You must be within
reach of the attacker (if a melee attack) or within range of
the attack (if a ranged attack) in order to use this ability.
The attack roll result remains the same, but it is against
your AC, rather than that of your ally. If the redirected
attack hits you, you take an extra 50% damage from it.
You gain one luck reroll per day.
Unbelievable Luck [Luck]
The powers of fortune truly smile on you more than
most mortals.
Prerequisite: Any luck feat.
Benefit: As long as you have at least one luck reroll
remaining for the day, you gain a +2 luck bonus on whichever
of your saves has the lowest base bonus. If two or more
of your saves tie for the lowest base bonus, choose when
you select this feat which save it applies to.
If your base save bonuses later change so that the chosen
save no longer has the lowest base bonus, the luck bonus
from this feat immediately applies to the save that now
has the lowest base bonus.
You gain two luck rerolls per day
Advantageous Avoidance [Luck]
You have a knack for ducking at just the right moment.
Prerequisite
Benefit
You can expend one luck reroll as an immediate action to force a foe to reroll a critical hit confirmation roll made when attacking you. You can expend two luck rerolls as an immediate action to force a foe to reroll an attack roll made against you. You gain one luck reroll per day.
Special
Unlike other luck feats, you can use this feat after seeing the success of the roll to be affected.
Skills:
................................Points.......AbilMod.......ClassSkill........Total
Acrobatics....................3..............2.................0....................+5
Bluff (Cha)................... 5..............3................3.....................+11
Diplomacy (Cha)........... 5..............3................3...................+14 (+3 skill focus)
Handle Animal (Cha)...... 2...............3................3..................+8
Intimidate (Cha)........... 3...............3................3...................+9
Knowledge (Int)........... 5...............3................3...................+11 (Eidetic Memory)
Listen (Wis).................. 1..............0.................3...................+4
Perform (Cha)............... 1..............3.................3...................+7
Ride (Dex).................... 1..............2.................3....................+6
Sense Motive (Wis)........ 2..............0.................3..................+5
Spot (Wis).................... 3..............0.................3....................+6
Survival (Wis).................3..............0..................3..................+6
and Swim (Str).............. 1..............1..................3..................+5
Lacky
Goblin Lacky
Expert-2
Str:10
Dex:12
Con:12
Int:17
Wis:11
Vp:13
AC:13 (leather armor 2-DR)
Bab: +1
CmB:+0
Vp:13
Wp:12
Head 15 1vp
R Arm 20 2vp
L Arm 20 2vp
Torso 50 6vp
R Leg 25 3vp
L Leg 25 3vp
Skills (Points+mod+class skill.)
Climb: 2+0+3+10= +15
Profession Taylor: 2+3+3=8
Profession Cook: 2+3+3=8
Knowledge Geography: 2+3+3=8
Knowledge Nature: 2+3+3=8
Knowledge mountaineering: 2+3+3=8
Knowledge Arcana: 2+3+3=8
Ride: 2+1+3= +6
Misers Fortune [Luck]
Items belonging to you and your allies are abnormally
resistant to damage.
Benefit: Whenever an opponent makes a sunder attack
or Strength check to damage an object within 30 feet of
you, you can expend one luck reroll as an immediate action
to force that opponent to reroll.
In addition, as long as you still have one luck reroll
remaining for the day, items in your possession receive a
+5 luck bonus on saving throws.
You gain one luck reroll per day.
Red
Red goblin
fighter-3 (Tower Shield Specialist)
Str:15
Dex:11
Con:20
Cha:8
Int:7
Wis:10
Reflex: +1 (Burst Barrier +1)
Will: +1
Fortitude: +8
VP:36
WP:20
BaB:+3
AC: 20 (DR-5)
CMBD: 14
Head 15 2vp
R Arm 20 3vp
L Arm 20 3vp
Torso 50 8vp
R Leg 25 4vp
L Leg 25 4vp
Feats
-Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
-Tower sheild prof.
-Victors Luck [Luck]
You strike with devastating accuracy more often.
Benefit: You can expend one luck reroll as a swift action
to reroll a critical threat confirmation roll.
You gain one luck re-roll per day
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Stand Still: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
Class Abilities:
Burst Barrier (Ex): At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.
Tower Shield Training (Ex): At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses.
Skills
Acrobatics 3+0+3=6
Climb 3+2+3=8
Perception 3+0+3=6
Goblin half plate
Tower shield
Rapier
Fast Heal 2
Mute*: You cannot speak or cast spells with verbal
components. You can only communicate using a sign language
or via pantomiming (in which case you may only convey
simple concepts, and characters trying to understand you
must still succeed on DC 15 Sense Motive checks).
York
Grak Wildlander 3
Str: 10
Dex: 16
Con: 8
Int: 12
Cha: 8
Wis: 16
Bab: +3
CMB: +3
CMBD: 16
Init: +4
Move:50
VP: 17/17
WP: 8/8
Master Hunter (Dwarves): The wildlander may choose a type of creature . Against that creature he gains a +2 bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this type of creature. In addition, he gains a +2 bonus on weapon damage rolls against such creatures. A wildlander may select this trait multiple times, choosing a new creature type or the same type. If the same creature type is chosen more than once, the bonuses stack; however, a wildlander may not choose the master hunter ability against the same creature type twice in a row.
Quick Stride: The wildlander's speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. A wildlander may select this trait multiple times, increasing his speed by +10 feet each time; however, he may not choose this trait twice in a row.
Rapid Response: The wildlander gains Alertness
Run
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Benefit: You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by 1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn.
Danger sense (+1 init, perception)
Acrobatics(Dex) ..3 3 .0 3 ..=9
Heal (Wis) . 3 3 .0 3 ..=9
Hide (Dex) ..3 ..3 0 3 ..=9
Knowledge (geography)(Int) ..2 ..3 ..0 ..1 ..=6
Stealth(Dex) .2 ..3 ..0 ..3 ..=8
Sense Motive (Wis) 1 3 ..2 ..3 ..=9
Perception (Wis) 3 3 ..2 ..3 1....=12
Survival (Wis) 2 3 0 .3 ..=8
«
Last Edit: August 07, 2018, 06:56:36 AM by Luiniel Blades
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