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Author Topic: Narrow Path of Honor [Cast of Characters]  (Read 3726 times)
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Avatar of the Witch Queen

Spell Energy / Taint +6/-2
Gender: Male
Posts: 1,504

« on: February 05, 2007, 02:47:06 AM »

Please put your characters here after we've approved them.

Dunkin stats

Spell Energy / Taint +0/-0
Posts: 8

« Reply #1 on: February 05, 2007, 10:03:48 AM »

Fayne CR 5

Male Erenlander Fighter 5

LN Med Human

Init +2 (+2 Dex); Senses Listen +2, Spot +2

Languages Erenlander (fluent), Black Tongue (Pidgin), Orcish (pidgin), Trader's Tongue (Basic), Colonial (Basic), Norther (Basic), Dwarven (Basic)

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)

HP 51 (5d10 HD+10)

Fort +6, Ref +3, Will +3 (Class F+4, R+1, W+1; Con +2, Dex +2, Wis +2)

Spd 30 ft.

Melee Bastard Sword +12 (1d10+9, 19-20/x2) (+5 BAB, +5 Str, +1 weapon quality, +1 feat); Unarmed Attack +10 (1d3+5, x2) (+5 BAB, +5 Str)

Space 5 ft; Reach 5 ft

Base Atk
+5 (+5 Class); Grp +14 (+5 BAB, +5 Str, +4 feat)

Atk Options Combat Expertise, Improved Disarm, Improved Grapple, Power Attack

Combat Gear Masterwork Bastard Sword

Abilities Str 20, Dex 15, Con 15, Int 17, Wis 14, Cha 10

Feats Cleave (Level 1 Figher), Combat Expertise (Level 1 General), Combat Reflexes (Level 1 Human), Improved Disarm (Level 2 Fighter), Improved Grapple (Level 4 Fighter), Improved Unarmed Attack (Level 3 General), Power Attack (Level 1 Human), Weapon Focus (Bastard Sword) (Level 1 Heroic Path), Weapon Specialization (Bastard Sword) (Level 5 Heroic Path)

Skills Climb +13 (8 ranks, +5 STR), Craft Armorsmith +11 (8 ranks, +3 INT), Craft Weaponsmith +11 (8 ranks, +3 INT), Handle Animal +6 (6 Ranks), Hide +8 (6 Ranks, +2 DEX), Intimidate +8 (8 Ranks), Jump +13 (8 Ranks, +5 STR), Knowledge Shadow +11 (8 Ranks, +3 INT), Profession Soldier +6 (4 Ranks, +2 WIS), Ride +10 (6 Ranks, +2 DEX, +2 Synergy), Swim +7 (2 Ranks, +5 STR)

Possessions Masterwork Bastard Sword, Chain Shirt, Rucksack, Waterskin, Bedroll

Heroic Path Steelblooded 1) Bonus Feat (Weapon Focus) 2) Offensive Tactics +1 3) Strategic Blow DR3 4) Skilled Warrior (Half penalty to attack in grapple) 5) Bonus Feat (Weapon Specialization)

Fayne is a large and physically imposing man at 6'4" and right around 200 pounds.  He is very muscular and trim from years of physical training.  He has long dark hair and blue eyes and keeps a beard that he trims to a medium length.  He prefers long sleeves and baggy clothing that hide his physique, which would draw unwanted attention.

Fayne fell in with the thieves' guild some time ago, brought in off the streets of Alvedara for his obvious physical traits.  He has a very workmanlike approach to the activities he participates in and is very dependable in stressful situations.  His skills and knowledge betray a soldiering background and he has mentioned a past military career, but so far has failed to elaborate much on his past.
« Last Edit: February 07, 2007, 04:27:40 PM by SvenFTW » Logged

Spell Energy / Taint +22/-0
Gender: Male
Posts: 2,118

Whisper's Will

« Reply #2 on: February 14, 2007, 05:43:21 AM »

Male Shadow Walker Dwarrow Defender 5th level
N Small Humanoid (Dwarrow)
Init +6 (+4 Dex, +2 Swift); Senses Darkvision 60ft. Listen +XX, Spot +XX
Languages Durgis Clan Dialect (basic), Old Dwarven (pidgin), Trader's Tongue, Colonial (pidgin), Erenlander (pidgin)

AC 21 (+1 armor, +4 Dex, +1 size, +1 natural, +1 dodge, +3 class), touch 19, flat-footed 16
hp 31 (5d8+5 – 8,3,8,1,6)
Fort +2, Ref +10, Will +2 (+2 vs. poisons, spells and spell-like effects)

Spd 25 ft. (5 squares) (can swim at half speed with a move and full speed with a full round)
Melee unarmed strike +10 (1d4+4; +2 is immune to critical hits or sneak attacks) (+5 BAB, +4 Dex, +1 size)
Ranged inutek +10 (1d2+2) (+5 BAB, +4 Dex, +1 size)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +5
Atk Options: stunning fist, weapon finesse, clever fighting, rapid strike
Special Actions: speed training
Combat Gear: inutek, padded leather armor, sailor’s knife

Abilities Str 14, Dex 18, Con 13, Int 15, Wis 13, Cha 14
SQ AC bonus, blessings of the wind, light feet, masterful strike, precise strtike, rapid strike, speed training, swift, natural riverfolk
Feats Improved Unarmed Strike, Weapon Finesse, Stunning Fist, Improved Grapple, Clever Fighting
Skills (all class): Balance 4 ranks (+4 Dex), Bluff 2 ranks ranks (+3 Cha, +2 racial), Climb 2 ranks (+2 Str), Escape Artist 4 ranks (+4 Dex, +2 Swift), Hide 4 ranks (+4 Dex, +4 size), Jump 4 ranks (+2 Str, _2 Blessing of the Wind), Knowledge (Central Erenland) 4 ranks (+3 Int, +2 racial), Knowledge (Shadow) 2 ranks (+3 Int), Listen 5 ranks (-1 Wis +2 Blessing of the Wind), Move Silently 4 ranks (+4 Dex, +2 Blessing of the Wind), Profession (sailor) 2 ranks (-1 Wis, +2 racial), Sense Motive 4 ranks (-1 Wis), Swim 2 ranks (+2 Str, +2 racial), and Tumble 5 ranks (+4 Dex, +2 Blessing of the Wind) = 48 skill points
Possessions: inutek, padded armor, bed roll (guild), couple of clothes (guild), sailor’s knife, waterskin (guild), sacks (guild), hemp rope 20ft. (guild), compass, silver amulet with green gem.

AC Bonus (Ex): When wearing armor no heavier than padded, the defender gains the listed bonus to AC. This bonus to AC applies even against touch attacks or when the defender is flat-footed. He loses this bonus when he is immobilized or helpless.
Blessings of the Wind: The Windwalker is light of foot and keen of ear, as the winds help her circumvent the dangers she encounter. The Windwalker gains the listed bonus on all Jump, Listen, Move Silently and Tumble checks. If environmental conditions are at least moderately windy, this bonus is increased by +1 at 1st level, and +2 at 11th.
Light Feet: The Windwalker is lighter on her feet than nearly any other. Her base speed increases by the listed amount. She also reduces the distance of any fall by this amount for the purposes of determining damage from falling.
Masterful Strike (Ex): The defender gains the Improved Unarmed Strike feat at 1st level. Additionally, his unarmed strike damage improves to 1d4 for Small defenders.
Natural Riverfolk: Dwarrow raised among gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a full-round action. Finally, gnome-raised dwarrow can hold their breath for a number of rounds equal to three times their Constitution score.
Precise Strike (Ex): Assaulting heavily armored orcs with one's bare fists is excellent training for finding the weak spots of creatures that seem immune or resistant to normal weapons; at higher levels, a defender can find the weak points even in seemingly invulnerable creatures like constructs and elementals. At 4th level, when using an unarmed strike, a defender may ignore 3 points of damage reduction of any type whenever he inflicts damage. At 10th level he may ignore 6 points of damage reduction when inflicting damage, and at 16th level he may ignore 9 points of damage reduction when inflicting damage.
Rapid Strike: Once per round the defender may make an extra attack with his primary weapon at his highest attack bonus, either before or after his regular actions. This ability does not stack with haste, Cleave, or other effects that grant additional attacks. Using this ability uses up one of the defender's daily uses of Stunning Fist.
Speed Training: Once per round, the defender may make an additional move action, either before or after his regular actions. He still cannot move more than 5 ft. if he takes a full round action. A defender that performs a full attack action, for instance, could use his extra move action to stand from prone, close a door, draw a weapon, or pick up an item; he could not use it to move his base speed. Alternatively, if the defender took a double move, he could use this ability to move even farther; if he moved and then attacked once as a standard action, he could use this ability to move away again (possibly provoking attacks of opportunity from his opponent).
Stunning Fist (Su): The defender gains Stunning Fist as a bonus feat even if he does not meet the prerequisites. The DC for a defender's stunning fist is based on his Strength modifier rather than his Wisdom modifier. A defender with the Stunning Fist feat may attempt a stunning attack a number of times per day equal to his defender level +3, plus one additional time per day for every four levels he has in classes other than defender, but no more than once per round. (DC 14, 8 times a day)
Swift: Winds are fast, agile and elusive, and impossible to catch. The Windwalker gains the listed bonus as a bonus to Initiative, Reflex saving throws and Escape Artist checks.

Ability Score Rolls:

Windwalker Heroic Path from AtS:
« Last Edit: May 03, 2007, 06:05:07 AM by Nifelhein » Logged

"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects."
 - Attributed to Herman Melville.
Bleak Knight
Global Moderator

Spell Energy / Taint +13/-7
Gender: Male
Posts: 571

AKA Draug

« Reply #3 on: February 15, 2007, 05:51:41 PM »

Ashkan id'Dowaz
Male Erenlander
Fighter 4/Wildlander 1

Background: Brave, strong and intelligent, Ashkan was one of the most promising recruits of the Immortals. That was, until they were disbanded. Forced onto a mercenary path, he long let his abilities and dreams wither away in despair and drunkeness. When Ajaruz attempted rebellion in the name of his father, Ashkan joined his cause. For his sacrifice, Ashkan had four days of dreams and an hour of glory, before being betrayed, trapped, shamed, and then punished by what was to him a false king. His last thoughts before his body turned to stone was swearing to redeem himself – and have his revenge.

Personaliy: Ashkan was a foot soldier in the Immortals, and even after their disbanding, he tried to maintain those skills. Strong, fast and smart, he is a good warrior and a good leader of men, despite his gruff, no-nonsense nature. A peasant boy, Ashkan quickly adopted Immortal values of honor, duty and pride, values he regained only days before being petrified, after having spent years of trying to uphold them. Though a soldier, Ashkan is no man's fool, least of all the noble man's pawn. In a rebel land where corrupt rulers and merchants forsake their loyalties for wealth, the rulers are his enemies.

Description: Like many Pellurian auxiliaries, Ashkan stands significantly taller than the average Sarcosan, often by as much as a head. He is well-muscled in the hard, wiry way of a farmer and soldier, his entire body spattered with the small scars that characterize the body of a fighting man. His eyes are blue and keen, a stark contrast to his short black hair. His soldierly bearing is unmistakable, even from a distance.

Heroic Path: Warheart
Combat Instinct +1
Coordinate 1/day
Assess Foe +3
Multiple Assessment (2)

Hit Dice: 4d10 +1d8 +10
Base Hit Points: 52
Current Hit Points: 52

Initiative: +8
+3 Dexterity
+4 Improved Initiative
+1 Combat Instinct

Speed: 30 ft.
20 ft in armor

AC: 10-20
Dexterity +3
Mw breastplate +5
Large shield +2

Base Attack Bonus: +5
Grapple: +8
Space/Reach: 5 ft./5 ft.

Mighty composite longbow +10 ranged (1d8+5, 110 ft.)
Longspear +8 melee (1d8+3, 10 ft.)
Cedeku +8 melee (1d6+3, 5 ft.)
Dagger +8 melee (1d4+3, 5 ft.)
Dagger +8 ranged (1d4+3, 20 ft.)
Unarmed +8 melee (1d3+3§, 5 ft.)

Special Qualities: Favored Region: Southern Erenland, Rapid Response, Weapon Familiarity: Cedeku

Fort +8 (+6 class, +2 Constitution)
Ref +4 (+1 class, +3 Dexterity)
Will +1 (+1 class)

Abilities: Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 10

Climb (8 ranks)
Craft: Yeomanry (5 ranks),
Handle Animal (8 ranks)
Heal (4 ranks)
Intimidate (8 ranks)
Jump (6 ranks)
Profession: Soldier (8 ranks)
Spot (4 ranks)
Survival (5 ranks)
Swim (7 ranks)
Use Rope (4 ranks)

Check Penalty: 0 – -3
Mw breastplate -2
Mw large shield -1

Feats: Combat Expertise, Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Quick-Draw, Rapid Shot, Weapon Focus: Composite Longbow, Weapon Specialization: Composite Longbow
Languages: Colonial (3), Erenlander (2)
Equipment: Mighty composite (Str 16) longbow, 20 mw arrows, longspear, cedeku, dagger, mw breastplate, mw large wooden shield
Alignment: Lawful Neutral

Spell Energy / Taint +0/-0
Posts: 20

« Reply #4 on: February 21, 2007, 10:18:48 PM »

Name  :  Zahrin Ismial          Gender:  M           Update:  2/1/2007
Player:  Brent Stroh (BMStroh)  Height:  5' 6"       MAX HP:  23
Race  :  Urban Sarcosan         Weight:  160 lbs.    CUR HP:  23
Class :  Rumormonger 1/Rogue 4  Age   :  47          Subdue:
Level :  5                      Hair  :  Black
Align :  CG                     Eyes  :  Brown
Path  :  Speaker                Hand  :  Right       XP    :  10000
Size  :  Medium                 Speed :  30'         Need  :  15000
        SCORE    MOD    SCORE    MOD
STR   :  10  :  +0   :       :       :
DEX   :  11  :  +0   :       :       :
CON   :  12  :  +1   :       :       :
INT   :  17  :  +3   :       :       :  (15 +2 racial)
WIS   :  12  :  +1   :       :       :  (14 -2 racial)
CHA   :  22  :  +6   :       :       :  (18 +2 racial, +1 4th, +1 Speaker)
        Total  Base  Armor  Shield  Dex  Size  Misc
AC    :  10   =  10    +0     +0      +0   +0    +0

        Total        Dex     Misc
Init  :  +0   =       +0      +0

                                 BAB  Ability  Size
Base Attack Bonus (Melee) :  3 =  +3   +0       +0
Base Attack Bonus (Ranged):  3 =  +3   +0       +0
SAVES   Total   Base  Ability  Magic  Misc
Fort  :  +2   =  +1  +  +1      +0     +0
Refl  :  +6   =  +5  +  +0      +0     +1
Will  :  +3   =  +2  +  +1      +0     +0

Race: Sarcosan
  +2 Int, +2 Cha, -2 Wis
  Medium size
  Speed 30’
  +1 Feat at 1st lvl
  +4 Skill Pts at 1st lvl, +1 pt at additional lvls
  Weapon Familiarity: Proficient with cedeku and Sarcosan lance as martial weapon
  +1 Ref Save
  +1 Attack with light weapons
  Automatic Languages: Colonial and Erenlander
  Bonus Languages: Courtier, Halfling, Norther, Orcish, Trader's Tongue
  Favored Class: any
  +2 (racial) Gather Information in cities
  May make Knowledge checks untrained when topic involves city
  +2 (racial) Bluff, Diplomacy and Sense Motive (Urban)

Heroic Path: Speaker
  1st - Comprehend Languages 1/day
  2nd - Persuasive Speaker +2 (Cha skills involving speech)
  3rd - Power Word (opening)
  4th - Whispering Wind 1/day
  5th - Cha +1

Class: Rum1
  Proficient with all simple weapons
  Sharper Than The Sword - +2 (competence) Bluff, Intimidate, Perform
                           when trying to embarass or shame
  Sowing Seeds - Shape public opinion for/against
  Urban Intrigue

Class: Rog4
  Proficient with all simple weapons, the hand crossbow, rapier, shortbow,
  and short sword
  Proficient with light armor
  Sneak Attack +2d6
  Trap Sense +1
  Uncanny Dodge

  Friendly Agent (Race 1) +4 Sense Motive to identify Izrador's forces,
                          +4 Diplomacy to convince resistance of my allegiance
  Inconspicuous (Char 1)  +2 Bluff, Diplomacy, Hide, Sense Motive vs.
                          Izrador's forces
  Urban Intrigue (Rum 1)  Use Gather Information to counter attempts to learn
                          about me, my location, allies, or whereabouts
  Persuasive (Char 3)     +2 Bluff, Intimidate

LANGUAGES:  Colonial (A), Erenlander (A),
            Orcish (B), Trader's Tongue (B), Norther (B)

  Name                Total    Ranks   Mod   Misc   Type  Special
   Bluff               18-22    4+4     +6    +4-8
   Diplomacy           22-30    4+4     +6    +8-16
   Disguise            16-18    4+4     +6    +2-4
   Forgery             11       4+4     +3
   Gather Information  18-20    4+4     +6    +4-6
   Intimidate          20       4+4     +6    +6
   Knowledge (local)   11       4+4     +3
   Knowledge (Shadow)  13       4+4     +3    +2
   Search              7         +4     +3
   Sense Motive        9-17     4+4     +1    +0-8
   Sleight of Hand     8        4+4     +0
   Spot                5         +4     +1

Bluff:         +2 racial (urban area), +2 (vs Izrador's forces),
               +2 Persuasive Speaker, +2 Persuasive

Diplomacy:     +2 racial (urban area), +2 syn:Bluff, +2 syn:Sense Motive,
               +2 Persuasive Speaker, +4 (convincing resistance),
               +2 (vs Izrador's forces), +2 Persuasive

Disguise:      +2 syn:Bluff, +2 Persuasive Speaker

Gather Info:   +2 racial (in large cities), +2 Persuasive Speaker,
               +2 syn:Knowledge (local)

Hide:          +2 (vs Izrador's forces)

Intimidate:    +2 syn:Bluff, +2 Persuasive Speaker, +2 Persuasive

Knowledge (Shadow) +2 syn:Knowledge (local)

Sense Motive:  +2 racial (urban area), +4 (identifying Izrador's forces),
               +2 (vs Izrador's forces)

Zahrin was born in Alvedara, the third son of a trusted advisor to Prince
Ahvazi.  In reality, Zahrin's father was more a hanger-on than an advisor,
and he certainly possessed no special knowledge or wisdom to impart upon
the prince.

For all intents, Zahrin was much smarter than his father.  His quick wit
and quicker tongue helped ensure he knew everything going on in Ahvazi's
court.  When rumors of a coup reached his ears, Zahrin tried to get his
family out of the palace.  His father chose to take these rumors to Ahvazi

Unfortunately, Zahrin's father arrived 10 minutes after an assassin's
arrow nearly killed the Prince.  In an insane rage, Ahvazi ordered the
death of Zahrin's entire family, to serve as a warning to other malcontents.

Zahrin's understanding of human nature helped see him out of the palace. 
He knew Ahvazi would explode, and probably take half the court down with him.
As his father ran to alert the prince, Zahrin disguised himself using his
sister's clothing and makeup.  With his sister Arana, Zahrin ran into the
night before the butchering began.  Their parents and brothers reappeared
the next morning - the mutilated bodies hung over the market gate, along
with a dozen others.

Zahrin was 15 years old.

With only a bit of money, the boy had to hustle to survive.  Over the next
10 years, he managed to make a life for himself in a variety of ways.  He
began delivering fish from the Eren to the markets.  After a while, he was
delivering more than that - contraband, messages to insurgent agents, even
unofficial documents between Legates.  Years of this allowed Zahrin to
develop a huge network of contacts on both sides of the war.

Over the past few years, Zahrin has no longer been running errands or making
deliveries.  Instead, he spends his time in marketplaces, taverns, even the
palace, listening to conversations to pick out the threads of meaning and
weave them into a version of the truth.
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