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Topic Subject: Quest for the Wind (and other adventures) Character Thread
posted 02-16-12 09:21 PM EDT (US)   
This is the character thread for the Quest for the Wind role-play. If you want to post a character, please discuss it here and make an IC post here first.


GM characters can include Garo and Aimienna, at the players' request and depending on what mission(s) you choose are.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
Replies:
posted 02-17-12 08:34 AM EDT (US)     1 / 8  
Name: Venser
Race: Elf
Class: Factotum 6 / Swashbuckler 3
Deity: Irmo (god of dreams and, fittingly, inspiration)
Alignment: Neutral Good
Languages: Common, Elven, Draconic, Sylvan, Celestial, Goblin, Gnome
Age: 121 years

Abilities:
Strength: 14 (+2)
Dexterity: 22 (+6)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)

HP: 66 (10 + 2d10 + 6d8 + 9 con + 9 feat)
AC: 30 (10 + 6 dex + 7 armor + 4 shield + 1 natural + 1 deflection + 1 dodge), touch 18, flat-footed 23
CMD: 27 (10 + 7 base + 6 dex + 2 str + 1 deflection + 1 dodge)

Saving Throws:
Fortitude: +8 (3 class + 2 class + 1 con + 2 resistance)
Reflex: +15 (1 class + 5 class + 6 dex + 2 resistance + 1 competence)
Will: +7 (1 class + 2 class + 0 wis + 2 resistance + 2 feat) +2 versus enchantment spells/effects

Attacks:
+2 Rapier: +16 (7 base + 6 dex + 1 feat + 2 enh), 1d6+9 (5 int + 2 str + 2 enh) + 1d6 electricity (crystal), crit 18-20/x2. Full-round attack: +16/+11. +1 to hit on attacks of opportunity.
Mwk Longbow: +14 (7 base + 6 dex + 1 mwk), 1d8+1 dmg (1 str), crit x3, range inc 110 ft.
CMB: +9 (7 base + 2 str)

Feats:
Weapon Finesse (bonus)
Toughness (background feat)
1) Weapon Focus (rapier)
3) Dodge
5) Breadth of Experience (+2 to all knowledge and profession and can make them untrained)
7) Iron Will
9) Vital Strike

Skills: (11 x 6 + 9 x 3 + 6 favored class = 99 pts)
Acrobatics +18 (9 ranks + 3 trained + 6 dex)
Climb +10 (5 ranks + 3 trained + 2 str)
Diplomacy +17 (9 ranks + 3 trained + 0 cha + 5 int [knowledge is power])
Disable Device +20 (9 ranks + 3 trained + 6 dex + 2 circumstance)
Knowledge (arcana) +11 (1 rank + 3 trained + 5 int + 2 feat)
Knowledge (dungeoneering) +11 (1 rank + 3 trained + 5 int + 2 feat)
Knowledge (engineering) +11 (1 rank + 3 trained + 5 int + 2 feat)
Knowledge (history) +15 (5 ranks + 3 trained + 5 int + 2 feat)
Knowledge (geography) +15 (5 ranks + 3 trained + 5 int + 2 feat)
Knowledge (local) +11 (1 rank + 3 trained + 5 int + 2 feat)
Knowledge (nature) +11 (1 rank + 3 trained + 5 int + 2 feat)
Knowledge (nobility) +11 (1 rank + 3 trained + 5 int + 2 feat)
Knowledge (the planes) +11 (1 rank + 3 trained + 5 int + 2 feat)
Knowledge (religion) +11 (1 rank + 3 trained + 5 int + 2 feat)
Perception +19 (9 ranks + 0 wis + 3 trained + 5 int [knowledge is power] + 2 race) +4 more to find traps
Profession (all) +2 (2 feat + 0 wis)
Sense Motive +10 (7 ranks + 3 trained + 0 wis)
Sleight of Hand +18 (9 ranks + 3 trained + 6 dex)
Spellcraft +14 (6 ranks + 3 trained + 5 int) +2 to identify properties of magic items
Stealth +18 (9 ranks + 3 trained + 6 dex)
Use Magic Device +18 (9 ranks + 0 cha + 3 trained + 5 int [knowledge is power] + 1 trait)

Equipment:
+3 Mithral Chain Shirt (12 lbs), Belt of Dexterity +2 (1 lb), +2 Rapier (2 lbs), +2 Heavy Darkwood Shield (5 lbs), Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +2 (1 lb), Masterwork Composite (+1) Longbow (3 lbs), 20 arrows (3 lbs), Lesser Crystal of Electricity Assault, Ring of Feather Falling, knife (1 lb), backpack (2 lbs), waterskin (4 lbs), 50 feet of silk rope (5 lbs), a piece of chalk, flint and steel, 2 sunrods (2 lbs), masterwork thieves’ tools (2 lbs), scroll of invisibility (DC 23), scroll of rope trick (DC 23), scroll of resist energy (DC 23), scroll of fly (DC 25).
Wealth: 175 gp in coins and gems
Weight carried: 43 lbs
Speed: 30 feet

Special Abilities:

Race (Elf):
Low-light vision, Elven Immunities (immune to sleep, +2 on saves vs enchantments)
Elven Magic (+2 to overcome spell resistance and +2 to spellcraft to identify properties of items)
Keen Senses, Weapon Familiarity

Class (Factotum)
Trapfinding (add ½ level to perception checks to find traps, can disable magical ones)
Inspiration Points: 4
-1 pt: Add +5 [int mod] competence to next attack or damage roll.
-1 pt: Add +6 [factotum lvl] to a trained skill check (once per skill per day)
-1 pt: Add +5 [int mod] dodge bonus to AC
-1 pt: Gain 1d6 sneak attack for a round
Knowledge is Power (3 skills get +Int mod)
Arcane Dilettante (for an inspiration point, may cast 1 2nd-level spell and one 1st-level spell per day. Save DC is 15 + spell level.)
Divine Intervention (3/day [3 + wis mod], for an inspiration point, may either touch as a standard action to channel 17 pts of positive energy [2 x factotum level + int mod] or may channel energy as a cleric 6: that is, 3d6 pts to heal all living or harming all undead in 30 ft, Will save DC 13 half.)

Class (Swashbuckler)
Grace +1 (+1 competence bonus to reflex saves)
Insightful Strike (add intelligence modifier on weapon damage rolls)

Spells prepared:
1: Expeditious Retreat
2: Glitterdust (Will DC 17)

Traits:
Dangerously Curious -- +1 to Use Magic Device
Fencer -- +1 to AoOs with blades

Bio:

A noble-looking male elf, Venser stands about six feet tall and has the immaculate posture of an experienced fencer and athlete. He has long dark hair which he usually keeps tied back from his face and is generally well-groomed. When clothed casually for a day about the city, he tends to favor the colors white and gold, though it's not uncommon for him to be wearing elven greens. In social situations or out in the field, he carries a rapier with a beautiful golden basket hilt. A well-tempered man with a disarming smile and the ability to speak with eloquence and logic, Venser betrays his extraordinary intelligence and physical grace in every task to which he applies himself.

Background:

Venser is a Hylarin elf male that spent his childhood and early adulthood in the capitol. From an early age, he quickly proved to be a quick study, and he sought education in every form. His studies were broad, consuming the first century of his life rapidly. With an insatiable desire for knowledge, he sought out any and every source of it he could find within the city, though he rarely ventured outside of it. Like many elves, he also developed a keen interest in magic--though to study to become a mage was a commitment to one topic he was unwilling to make--and swordplay, in which he favored the art of fencing. He quickly became as apt with the rapier as some of the best in the city, competing recreationally and finding success not due to the perfection of any one established style, but by inventing his own.

This inventiveness in many ways defined Venser. He would conquer subjects at various universities not just by studying existing texts, but by spinning off of them in his own way. Despite not committing to a study of magic, he experimented rigorously and soon was finding ways of using wands and scrolls in a very atypical fashion. He could interact with magic in unusual ways for a non-mage, teaching himself to disable magical traps with his bare hands and recreate spell effects either by replicating an act of spellcasting or through illusions and acts of sleight of hand. He would throw himself at virtually any task and soon find ways to do it in which no one had before, flashes of inspiration and insight advancing any field he touched.

Tremendously well-learned, Venser will try his hand at anything, and has renown in the city as one of the quickest minds as well as one of the quickest blades. Soon after his 100th birthday, he realized that he had mined all he could from the texts on his favorite subjects, and recreational swordplay started to satisfy him less. At this point he began to help out in other ways, adventuring outside the city as he pleased. His talents as a warrior grew and he studied in the field, visiting dangerous archaeological sites and gleaning information from old texts. In the field, he taught himself the art of stealth to avoid fights he didn't think he could win with his rapier, and taught himself how to use a shield for defense. The dangers he encountered in the field also bade him to take a stance on religion, which he had always given the back seat to his own god, Knowledge. When he decided to follow Irmo, he studied with the clerics and learned about healing magic.

Now, Venser is an accomplished adventurer and scholar and even diplomat, and there is no challenge that he won't test himself against. Versatile and confident, ever curious about the world around him and eager to learn what the texts couldn't teach him, he does everything he can to advance the Hylar and his own knowledge. He is bold in combat and easy going among his allies.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 06-12-2012 @ 11:00 AM).]

posted 02-17-12 09:59 AM EDT (US)     2 / 8  
Name:Jisanne Amakiir
Race: Sicar Elf
Class: Ninja 9
Character Languages: Common, Hylarian Elven, Sicaran Elven, Orc
Alignment: CG / Deity: Varda, Yavanna, and Este like all Hylar
Speed: 30 ft
Low-light vision

Abilities
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 20 (+5)
Charisma: 10 (+0)

AC: 27 (10 +5 dex +5 wis +1 class + 3 armor +1 defl +1 nat +1 dodge)
HP: 62 (8+8d8+9 con+9 favored class)
CMD: 26 (10+6 base +5 dex+2 str+ 1 defl+ 1 dodge +1 class)

Saves
Fortitude: 6 (3 class + 1 con +2 resistance)
Reflex: 13 (6 class+ 5 dex +2 resistance)
Will: 10 (5 wis +2 resistance +3 class)-- +2 class as long as I have 1 ki pt
+2 vs enchantments

Attacks ---+5d6 sudden strike
Nunchaku: +14 (6 base + 5 dex + 1 feat + 2 enh); 1d6+4 (2 str +2 enh) +1d6 acid dmg
Full Round: +14/+9
Bow: +12 (6 base+5 dex+1 mwk), 1d8+2 (str) dmg
CMB: +8 (6 base+2 str)

Skills
Acrobatics: 24 (9 ranks+5 dex +3 trained +2 class+5 item)--+4 to jump (no running start)
Disable Device: 13 (9 ranks+1 int +3 trained)
Escape Artist: 17 (5 dex+9 ranks +3 trained)
Stealth: 17 (5 dex +9 ranks +3 trained)
Perception: 19 (5 wis +2 race+9 ranks +3 trained)--+4 to find traps
Climb: 16 (2 str +9 ranks +3 trained +2 class)*
Disguise: 12 (0 cha +9 ranks +3 trained)

Feats
Background: Dodge
1-Weapon Focus (nunchaku)
3-Step Up (5-ft step as immediate if someone 5ft steps away—-5 ft on next turn)
5-Improved Unarmed Strike
7-Deflect Arrows (can deflect first ranged attack that would normally hit me)
9-Wind Stance (as long as I move 5 ft, get 20% concealment vs. 1 round of ranged attacks

Equipment
+2 Nunchaku, Bracers of Armor +3, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +2, Belt of Dex +2, Headband of Wisdom +2, Lesser Crystal of Acid Assault, Masterwork Composite (+2 Str) Longbow, quiver of 20 arrows, Boots of Elvenkind, backpack containing: bedroll, chalk, fishhook, flint and steel, ink, inkpen, 3 sheets of parchment, clay tankard, iron pot, 50 ft of silk rope, 3 sunrods, 2 hunks of cheese

Poisons/Consumables:
3 Purple Worm Poison (d3 str dmg once/round for 6 rounds; 2 saves Fort 24 cures)
2 Dark Reaver (injest, onset 10 mins, d3 Con +1 str 1/min for 6 mins, 2 saves @ 18 Fort)
2 Elixir of hiding (+10 stealth for 1 hour)
2 Elixir of tumbling (+10 to acrobatics for 1 hour)
Salve of Slipperiness (+20 escape artist/+10 to avoid grapples or use as a grease trap)
Dust of Tracelessness (+20 to DC to track me, or make a room look unused)
2 Universal Solvent
Camouflage kit (10 uses for +2 hide check; need 1 minute to apply; 50 gp)
Disguise kit (10 uses +2 disguise check; 8lbs, 50 gp, d3x10 minutes)

Gold: 1866 gp

Special Abilities

+5d6 sudden strike (as sneak attack)—when flanking, flat-footed, or they don’t get Dex to AC,
won’t work if I can’t reach the vitals
Trapfinding (can find all traps DC20, add ½ lvl to Perception to find traps)
Poison Use (can’t accidentally poison myself when using them)
Great Leap: make long jumps without a running start and a +4 bonus on the jump
Acrobatics: +2 to jump, climb, and tumble checks
*Speed Climb: can climb my speed as long as I start and stop on a horizontal surface
Improved Poison Use: can apply poison to a weapon as a move action (doesn’t provoke)
Ki points: 9/day
Ghost Step: spend 1 ki pt as a swift action to become invisible for 1 round
Ki Dodge: spend 1 ki pt as a swift to get concealment (20% miss chance)
Ghost Strike: spend 1 ki pt as a move action to strike incorporeal or ethereal creatures as
normal
Immunity to sleep

Appearance: She has long wavy blonde hair and amber eyes. Her normal attire is practical clothing for a desert-like environment, mostly linen and cotton to keep her cool in the heat. Because of the desert winds constantly blowing up dust and sand, her nose and mouth are usually covered. She favors white and tan, but unlike many of her people, is not afraid to experiment with a little color here and there, particularly blue. ((Just think of Sheik from the Legend of Zelda games and you have her appearance to a T)).

A little about her:

Jisanne hates her father. She was mistreated by him when she was young, and she joined the army at the earliest possibly opportunity. However, her upbringing made her not submit to authority very well, and so she didn’t distinguish herself very much. She thought about doing something else, but was not very driven, so she stayed. Eventually, she got the opportunity to learn the ways of the ninja. Once at her training academy, she finally found something she excelled at. For the first time in her life, she was happy. She had the freedom to work the ops in the way she felt best, as her commanders were more interested in results than methods.

She generally doesn’t like people, finding them boring and dull. But in the past few years, she has grown a bit more disgruntled with her life, losing the easy peace she had felt before. She doesn’t realize it, but she’s lonely. Being ‘forced’ to work with a group of adventurers, therefore, will be excellent for her, and she will end up finding that she likes it.

Jisanne is bad with animals, and hates birds.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 02-25-2012 @ 10:31 PM).]

posted 02-17-12 08:46 PM EDT (US)     3 / 8  
Name: Barock Silvershield
Race: Dwarf
Class: Level 9 Cleric
Alignment: Neutral Good
Languages: Dwarf, Common
Deity: Oromë

Abilities
Strength: 16 (+3) (6 points +2 item)
Dexterity: 12 (+1) (4 points)
Constitution: 18 (+4) (6 points, +2 race +2 item)
Intelligence: 12 (+1) (4 points)
Wisdom: 22 (+6) (10 points +2 race +2 levels +2 item)
Charisma: 12 (+1) (6 points, -2 race)

Hit Points: 98 8+4+5+4+5+4+5+4+5 (class) + 9x4(con) + 9(favored class) +9 (feat)
AC: 28 (10 +12 armor+ 1 natural +4 shield +1dex) Touch: 11 Flat-Foot: 27 (+3 with shield of faith)
CMD: 20 (24 against trip and bull rush)
Damage Reduction: 3/- (until 30 damage /day has been prevented)

Base Speed: 30 feet

Saves
Fortitude: +11 (6class +4con +1item) +2 against poison, spells and spell like abilities
Reflex: +5 (3class +1dex +1item) +2 against poison, spells and spell like abilities
Will: +13 (6class +6wis +1item) +2 against poison, spells and spell like abilities
Immunity to magic sleep

Feats
Background: Toughness (p)
Level 1: Power attack (p)
Level 3: Cleave (3.5)
Level 5: Augment healing (3.5, Complete Divine)
Level 7: Spontaneous Domains (3.5, Complete Champion)
Level 9: Quick Draw

Traits
Focused Mind: +2 on concentration checks
Armor Expert: Reduce armor check penalty by one

Attacks (base attack: +6)
Note: Any weapon will gain +1 to attack and +2+1d6(electricity) damage with Greater Magic Weapon cast on them and the lesser electricity assault crystal attached (usually used with the warhammer)
Masterwork warhammer: +10 (1d8+3) /x3
Masterwork Battleaxe: +10 (1d8+3) /x3
Spiked gauntlet: +9 (1d4+3)
Masterwork Light Crossbow: +8 (1d8) 19-20/x2
Javalin: +7 (1d6+3)
Touch attack +9
Ranged touch attack +7

Full attack
Masterwork warhammer: +10/+5 (1d8+3) /x3
Masterwork Battleaxe: +10/+5 (1d8+3) /x3
Spiked gauntlet: +9/+4 (1d4+3)
Javalin: +7/+2 (1d6+3)

Combat Maneuvers
Combat Maneuver bonus= CMB = + 9 (6bab +3str)
Combat Maneuver Defense = CMD = 20 (10 +6bab +3str +1Dex)

Skills: 27 ranks (3x9)
Apprise: +5 (1 rank +1int +3class)
Diplomacy: +9 (5 rank + 1cha +3class)
Heal (Wis): +13 (4 ranks +6 wis +3class)
Knowledge (arcana): +5(1 rank +1int +3class)
Knowledge (history): +5(1 rank +1int +3class)
Knowledge (nobility): +5(1 rank +1int +3class)
Knowledge (planes): +5(1 rank +1int +3class)
Knowledge (religion): +6(2 ranks +1int +3class)
Perception: +7 (1 rank +6 wis)
Sense Motive: +18 (9 ranks +6 wis +3class)
Spellcraft: +5(1 rank +1int +3class)
Armor check penalty: -4

Other Skill-like rolls
Concentration: +22 (9 caster level +6 wis +2 trait +5 item)

Carrying capacity: Light load: 76 lb. or less, Medium load: 77–153 lb., Heavy load:154–230 lb.

Equipment
Gantlets of strength +2, 4000 gp
Belt of health +2, 4000 gp
Headband of wisdom +2, 4000 gp
Amulet of natural armor +1 2000 gp
Cloak of resistance +1, 1000 gp
Tunic of Mental Focus +5, 2500 gp
Masterwork warhammer, 312 gp
Masterwork Battleaxe 310 gp
Spiked gauntlet 5 gp
Masterwork Light Crossbow 335 gp
20 crossbow bolts 1 gp
10 javelins 10 gp
+3 Full plate, 10650 gp
Lesser Electricity Assault Crystal, 3000 gp
Lesser Iron Ward Diamond, 2000 gp
+2 Heavy Truesilver (mithral) shield, 5020 gp
Ring of Mystic Healing
1 scroll of Break Enchantment 1125 gp
1 scroll of Restoration, 700 gp
1 scroll of Invisibility Purge, 375 gp
2 scrolls of Resurgence, 300 gp
1 scroll of Remove Curse, 375 gp
1 scroll of Remove Blindness/Deafness, 375 gp

Backpack, 2 gp, 2 lb
Bedroll, 1 sp, 5 lb
Flint and steel, 1 gp
Lantern, bullseye, 12 gp, 5 lb
20 pints of oil, 2 gp, 20 lb
10 days of trail rations, 5 gp, 10 lb
50 feet of silk rope, 10 gp, 5 lb
Grappling hook, 1 gp, 4 lb
Whetstone, 2 cp, 1 lb
2 Sacks, 2 sp, 1 lb
Waterskin, 1 gp, 4 lb
Crowbar, 2 gp, 5 lb
Spade, 2 gp, 8 lb
Veil of antitoxin, 50 gp
5 sunrods, 10 gp, 5 lb
5 torches, 5 cp, 5 lb
Gold
8 gp

Dwarf Racial Traits
+2 con +2 wis -2 cha
Darkvision: 60 feet.
+4 dodge bonus to AC against monsters of the giant subtype.
+2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
+2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors
proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class features (Cleric)
Spontaneously cast cure spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th – mass cure light wounds
Channel positive energy: 5d6, DC 15, 6/day

Healing domain
Rebuke Death (Sp): touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels. Only useable on a creature that is below 0 hit points. 9/day
Healer's Blessing (Su): all of your cure spells are treated as if they were empowered, does not apply to damage dealt to undead with a cure spell. Does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Travel Domain
Granted Powers: Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, gain increased mobility for 1 round. You ignore all difficult terrain and do not take any penalties for moving through it. 9/day.
Dimensional Hop (Sp): You can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Magic:
Mana: Cleric spells: 135 Domain spells: 33
Cleric spells/day, Typical spell prepared (mana cost)
Orisons: 4, Light, Read magic, Detect magic, Mending (1 mana)
Level 1: 6, Shield of faith, Divine Favor*, Conviction**, Bless, Lesser Vigor**, Liberating Command** (3 mana)
Level 2: 6, Remove Paralysis, Silence, Lesser Restoration, Spiritual Weapon, Hold Person, Align Weapon (6 mana)
Level 3: 4, Prayer, Magic Circle against Evil, Dispel Magic, Ring of Blades** (10 mana)
Level 4: 3, Divine Power*, Voice Lance**, Greater Magic Weapon (15 mana)
Level 5: 2, Righteous Might*, Summon Monster V (21 mana)
Caster level 9, DC=16+spell level
*=the 3.5 version of the spell
**=spells from the spell compendium (approved by Beren)

Bio
Barock Silvershield looks like a typical dwarf although he is a bit larger and heavier build than most dwarfs.
His thick hair and beard is red-brown and his eyes is steel-gray. He is seldom seen without his full plate armor, his weapons and shield. His shield is made of polished truesilver (mithral) and it has the symbol of Oromë grafted into its surface.

Background
As a child, Barock was very fascinated with stories about great heroes, and when he played he always imagined himself a great dwarf hero, while wearing his homemade “armor” of scrap metal. As soon as Barock learned to read, he would read every book about heroes and adventures that he could get his hand on. Living in a large house with a multigenerational family of smiths, with if lots of brothers, sisters and cousins (Barack family is unusually fertile for dwarves), it wasn’t easy to get the peace and quiet needed to read books, so Barock soon learned to concentrate enough to ignore all outside distractions.
Seeing that his son had little interest in smiting and that he liked books, Barock’s father sent him to the local temple, a combined temple to Aulë and Yavanna. After training to be a cleric for about a year, Barock found that either Aulë or Yavanna was really the right good for him, so he went to a temple to Oromë where he finished his training.
Soon after, he joined his first adventuring party. That was 12 years ago, and ever since Barock has been adventuring, only stopping to visit his home town now and then. On one of his first adventures Barock lost a friend because his healing was not powerful enough to bring him back to life after he had been killed. Ever since, Barock has tried to increase his ability to heal as much as possible, and it is now many years ago that anyone has died while adventuring with Barock. During the last 5 years Barock has become powerful enough to become a fairly well know hero, and his fame has recently increased even more, becouse he recently took part in killing a dragon that was attacking villages near the eastern border.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 06-27-2012 @ 04:42 PM).]

posted 02-21-12 10:25 AM EDT (US)     4 / 8  
Name: Taya
Race: Human
Class: [Fey]Sorcerer9
Alignment: Chaotic Good; Deity: Desna (godess of dreams, luck, stars, and travel)
Languages: Common, Draconic, Sylvan
Familiar: Wurunisk (faerie dragon)

Ability Scores:
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 26 (+8)

Hit Points: 61 (6 + 8d6 + 27)
AC: 15, Touch 14, Flat-footed 12 (+3 Dex +1 natural +1 deflection)
BaB: +4; CMB: +4; CMD: 17

Fortitude: +7 (+3 class, +2 con, +2 item)
Reflex: +10 (+3 class, +3 dex, +2 feat, +2 item)
Will: +11 (+6 class, +1 wis, +2 feat, +2 item)

Traits:
Charming (+1 to Bluff and Diplomacy on characters that could be sexually attracted to you, and +1 to DC of language based spells)

Feats:
Alertness (familiar)
Iron Will (background)
Eschew Materials (sorcerer)
Skill Focus [knowledge arcana] (human)
Toughness (level 1)
Eldritch Heritage [arcane bloodline] (level 3)
Silent Spell (level 5)
Lightning Reflexes (sorcerer)
Improved Familiar (level 7)
Still Spell (level 9)

Skills (36 (class) + 18 (intelligence) +9 (favored class) +9 human = 72 skill points)
Bluff (cha): +20 (9 ranks +8 cha +3 class)
Diplomacy (cha): +16 (8 ranks +8 cha)
Fly (dex): +9 (3 ranks +3 dex +3 class)
Knowledge [arcana](cha): +17 (9 ranks +2 int +3 class +3 feat)
Knowledge [nature](cha): +10 (5 ranks +2 int +3 class)
Knowledge [planes](cha): +6 (4 ranks +2 int)
Knowledge [religion](cha): +6 (4 ranks +2 int)
Perception (wis): +12 (9 ranks + 1 wis +2 familiar)
Preform [flute](cha): +17 (7 ranks +8 cha +2 flute)
Sense Motive (wis): +7 (1 rank +1 wis +3 class +2 familiar)
Spellcraft (int): +14 (9 ranks +2 int +3 class)
Use Magic Device (cha): +15 (4 ranks +8 cha +3 class)

Sorcerer Spellcasting (306/306 mana)
4th level (15 mana)- Poison (DC 22), Confusion (DC 24), Dimension Door
3rd level (10 mana)- Deep Slumber (DC 23), Fly, Stinking Cloud (DC 21), Dispel Magic
2nd level (6 mana)- Hideous Laughter (DC 22), Glitterdust (DC 20), Create Pit (DC 20), Mirror Image, Invisibility
1st level (3 mana)- Entangle (DC 19), Charm Person (DC 19), Color Spray (DC 19), Grease (DC 19), Silent Image, Disguise Self
Cantrips (1 mana)- Detect Magic, Read Magic, Dancing Lights, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation


Special Abilities:
Bloodline Arcana: +2 to DC of all compulsion spells
Laughing Touch (Sp)(11/day): You cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours.
Woodland Stride (Ex): You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): You can turn invisible for 9 rounds per day. This ability functions as greater invisibility. These rounds need not be consecutive.

Equipment: (46 000/46 000 gp)
Belt of Physical Might +2 (Dex, Con; 10 000 gp)
Headband of Alluring Charisma +4 (16 000 gp)
Cloak of Resistance +2 (4 000 gp)
Amulet of Natural Armor +1 (2 000 gp)
Ring of Protection +1 (2 000 gp)
Ring of Sustenance (2 500 gp)
Handy Haversack (2 000 gp)

Wands (1 500 + 600 + 4 950 = 7 050 gp)
Mage Armor (50 charges), Mount (10 charges), Enlarge Person (10 charges), Reduce Person (10 charges), Scorching Ray (15 charges), Knock (10 charges), Cure Light Wounds (50 charges), Protection from Evil (10 charges), Delay Poison (10 charges), Remove Paralysis (10 charges), Lesser Restoration (10 charges)

Non-magical: (350 gp, 7sp, 77.5 lbs.)
Bedroll, Winter Blanket, Caltrops, Dagger, Flint and Steel, Ink (2 oz.), Inkpen, Mirror, Oil (10-pints), Paper (10 sheets), Silk Rope (200 ft.), Sewing Needle, Soap (1 lb.), Tent, Vial (empty, x5), Acid (x2), Alchemist's Fire (x2), Holy Water (x2), Smokestick (x2), Sunrod (x5), Masterwork Flute, 95 gp, 43 sp

Bio
Taya has green hair of about shoulder length and pure blue eyes. She is of average height, and slightly below average weight for a female human. She normally wears the white robe of a priestess of Desna.

Background
Taya grew up as part of a troupe of wandering performers in the distant lands of Golarion. There she learned how to play a flute, as well as both how to talk her way into, and out of trouble. One of the bards in the troupe also served as a priest of Desna, and she often spent the evenings pestering him with questions about his faith.

Taya was still only a child when her magical powers started to develop. She practiced with every day, often by playing small harmless pranks on others in the troupe.The other children, and the adults traveling with the troupe, were used to this, some of the bards even knew a few spells themselves. But it happened that the troupe had to make a few hasty departures after the villagers discovered that Taya's fey looks and magic were more than just make-up and stage tricks.

The troupe was staying at a roadside shrine dedicated to Desna when Taya had a vision. Searching the wall writings, she found descriptions of how to find a portal leading to a plane filled with faerie magic (not a very dangerous one). A few days later she left the troupe, in search for this portal, and after a bit more than a year of adventures she found it. It was on this plane she met and befriended Wur, and she spent a couple of years on this plane as well. When she finally found a portal leading back, it turned out that it didn't bring her back to Golarion, but to some foreign land. So she continued her journey there, never staying in the same place for too long, always seeking something new.
-------------------------------------------------------------------------------------
Wurunisk CG Tiny dragon
Darkvision 60 ft., low-light vision
---------
Defense
---------
AC 22, Touch 16, Flat-footed 18 (+3 dex, +1 dodge, +6 natural, +2 size)
Hp 30 (61/2)
Fort +4, Ref +6, Will +8
Immune to paralysis, sleep; SR 13
Improved Evasion
---------
Offense
---------
Speed 10 ft., Fly 60 ft. (perfect), swim 30 ft.
Melee bite +9 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Sorcerer Spellcasting (Mana 36/36)
1st level (3 mana)- Grease (DC 14), Silent Image (DC 14), Magic Missile
Cantrips (1 mana)- Dancing Lights, Flare, Ghost Sound, Mage Hand, Open/Close
---------
Statistics
---------
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +4; CMB +5; CMD 15 (19 vs. trip)
Feats: Acrobatic, Dodge
Skills: Acrobatics +8 (+0 when jumping), Bluff +15, Diplomacy +14, Fly +24,
Knowledge [arcana] +15, Knowledge [nature] +11, Knowledge [planes, religion] +10,
Perception +14, Sense Motive +8, Spellcraft +15, Stealth +17, Swim +13,
Use Magic Device +10
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
------------------
Special Abilities
------------------
Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates.
Creatures affected by euphoria are staggered, sickened, and immune to fear
effects for the duration. A faerie dragon can use this breath weapon once every
1d4 rounds. The save DC is Constitution-based.

Spells A faerie dragon casts spells as a 3rd-level sorcerer.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

[This message has been edited by Rainbowdragon (edited 02-24-2012 @ 04:58 AM).]

posted 03-14-12 00:30 AM EDT (US)     5 / 8  
Name: Aimienna daughter of Elsiniel
Race: Hylarin Elf
Sex: Female
Class: Elemental Priestess 9
Deity: Varda
Alignment: Neutral good? (As GM I'm not sure!)
Languages: Common, Hylarin, Khuzdul, Draconic, Celestial

Abilities
Strength 10 (-)
Dexterity 20 (+5)
Constitution 10 (-)
Intelligence 16 (+3)
Wisdom 20 (+5)
Charisma 14 (+2)

HP 53 (8 + 36 + 9)
AC 25/27* in melee (10 base + 5 Dex + 5 Wis + 1 amulet + 1 ring + 3 bodice + 1 dodge + 2 mein gauche)
CMD 22 (10 + 6 base + 5 Dex + 1 deflection)
*20% miss chance for ranged attacks if she moves

Saves
Fort +5/+10 vs health-related (+3 class + 2 ring)
Reflex +13 (+6 class + 5 Dex + 2 ring)
Will +13 (+6 class + 5 Wis + 2 ring)

Attacks
Rapier +12/+7 (d6 + 1 + d6 vital strike + d6 electricity)
Longbow +13/+8 (d8 + 2 + d8 vital strike + d6 electricity)

Speed: 35 feet


Feats
Agile Athlete (personality)
Fit and Healthy (1st)
Weapon Finesse (3rd)
Fleet (5th)
Wind Stance (7th)
Vital Strike (9th)

Skills
Acrobatics 8 (+13)
Climb 4 (+9)
Diplomacy 3 (+8)
Heal 2 (+10)
Knowledge (arcana) 5 (+8)
Knowledge (history) 2 (+8)
Knowledge (nature) 9 (+15)
Knowledge (nobility and heraldry) 2 (+8)
Knowledge (religion) 9 (+15)
Perception 8 (+15)
Ride 2 (+7)
Spellcraft 4 (+10)
Stealth 6 (+16)
Survival 4 (+9)
Swim 4 (+9)

Racial abilities
Low-light vision, Elven Immunities (immune to sleep, +2 on saves vs enchantments)
Elven Magic (+2 to overcome spell resistance and +2 to spellcraft to identify properties of items)
Keen Senses, Weapon Familiarity

Class abilities
Wisdom bonus to AC
Spontaneously cast cure spells: 1st-cure light wounds; 3rd-cure moderate wounds; 4-cure serious wounds; 5-cure critical wounds
Channel Energy (5d6, DC 16 useable 5/day)

Elements: Light (first, up to level-5 spells), Wind (second, up to level-4 spells)
Mana pool (elemental priestess): 126
Mana pool (domains): 31

Glory Domain
Touch of Glory 8/day (+9 bonus to Cha-related skill check)
Divine Presence 8 rounds (equivalent to Sanctuary at a DC of 19

Good Domain
Touch of Good 8/day (+4 to attacks, skills, and saves for one round)
Holy Lance 1/day (holy ability on any weapon for 4 rounds)

Traits
Charming: +1 to Bluff and Diplomacy on characters that could be sexually attracted to you, and +1 to DC of language based spells

Treasure
+2 Circlet of Wisdom
+2 Gloves of Dexterity
+1 Rapier
+2 Longbow
+1 Ring of Protection
+1 Amulet of Natural Armor
+2 Mein Gauche of Parrying
Lesser Electricity Assault Crystal
+3 Bodice
+2 Ring of Resistance
Cloak of Elvenkind
Weightless Breastplate*
*Not available most of the time (and not factored into her armor class, above), she can only use this on specific quests/activities in which she is not protected by her destiny as a priestess.


Appearance
Aimienna stands barely six feet tall and has long, straight, dirty blonde hair and sky-blue eyes, as well as a beautiful, athletic, figure. She likes to wear simple, yet high-quality tunics or kimonos, and her favorite colors are white, green, and lavender. While questing, she prefers her dark green bodice over other, lighter green tunics, but wears clothing appropriate for stealth in the conditions. She has a beautiful silvery suit of armor that fits her much like a swimsuit that she wears when on military campaigns, but for destiny-related reasons, she often does not wear it for most of her missions and quests.

Background
Born the daughter of Emperor Arkini and Emperess Elsiniel of the Hylarin civilization, Aimienna received the upbringing that one would only expect for a Hylarin princess, tutored in her people's history, their religion, and their arts, from magic to science to swordplay. And, true to her heritage, nature provided her with the mind and body to make outstanding use of this teaching. Being Hylarin nobility, let alone royalty, is not an easy life, however. Provided with the best, Aimienna was and is also expected to make use of what she has been blessed with, to prove her worthiness of her family's title and her sacred blood. She has not been a disappointment.

In her late thirties as her adolescence drew to an end, Aimienna joined the Order of the Temple of Light and began her studies at the School of Silver Magic outside of the Imperial capital of Elendell. After eight years of training, she was offered her first mission on behalf of the Temple investigating a report of an aboleth-worshipping cult in the coastal city of Midoril. On this quest, she enjoyed her first real taste of adventure, experienced her first brush with danger, and her every ability was tested, and in the end, what might have otherwise led to a war between the masters of the black depths and the peoples of the land was averted. She was, indeed, a daughter of the imperial family.

Whether Aimienna will choose to inherit the Imperial throne or leave that to her cousin, few doubt now that she will one day be the high priestess of the Hylarin Temple, and, as such, the high priestess of the New Covenant. For now, she has completed her studies and is pursuing research in physics at the University of Elendell as well as continuing her duty as a priestess. Some are even calling her the reincarnation of the Legendary Heroine, the Prophetess of Varda, and some reason exists to believe this: the Dark Prince is awakening, and as the Hero and Heroine appeared the first time of the appearance of the Dark Prince and delivered the Empire, nay, the World, from his evil, there are some who would believe this great cycle to be beginning again. This is of academic interest to Aimienna: if she is the Heroine, then she must rise to the challenge, and if she is not, then she would accept the challenge anyway.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 06-13-2012 @ 02:43 AM).]

posted 05-12-12 02:41 PM EDT (US)     6 / 8  
Name: Aelyn Elandrian
Race: Human
Class: Synthesist (Summoner) 9
Deity: None in particular. Aelyn reveres science and nature and understands the gods' relationships to these things, but rarely worships them directly.
Alignment: Neutral Good
Languages: Common, Elven, Dwarven, Infernal, Abyssal, Celestial, Draconic, Sylvan, Halfling, Gnome, Goblin, Orc, Giant

Base Abilities:
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 22 (+6)

Bonded Abilities:
Strength: 26 (+8)
Dexterity: 17 (+3)
Constitution: 15 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 22 (+6)

HP: 80 + 52 tmp (8 + 8d8 + 27 con + 9 favored class; 7d10 + 14 con)

Bonded Defenses:
AC: 27 (10 + 11 natural + 3 dex + 2 shield + 1 deflection)
CMD: 29 (10 + 7 base + 8 str + 3 dex + 1 deflection)
Fortitude: +10 (3 class + 2 con + 1 resistance + 2 circumstance + 2 feat)
Reflex: +9 (3 class + 3 dex + 1 resistance + 2 circumstance)
Will: +9 (6 class + 0 wis + 1 resistance + 2 circumstance) +4 morale against enchantments

Unbonded Defenses:
AC: 13 (10 + 1 dex + 1 natural + 1 deflection)
CMD: 21 (10 + 6 base + 3 str + 1 dex + 1 deflection)
Fortitude: +9 (3 class + 3 con + 1 resistance + 2 feat)
Reflex: +5 (3 class + 1 dex + 1 resistance)
Will: +7 (6 class + 0 wis + 1 resistance)

Attacks:
4 claws: +18 (7 base + 8 str + 1 feat + 2 magic), 1d6+10 (8 str + 2 magic) +1d6 fire damage.
On a hit with 2 or more claws, rend for 1d6+14 more damage.
Longbow: +11 (7 base + 3 dex + 1 mwk), 1d8+2 dmg (2 str)
CMB: +15 (7 base + 8 str) +7 on disarm attempts

Feats:
1) Great Fortitude (background feat), Combat Expertise (human bonus), Extend Spell
3) Power Attack
5) Weapon Focus (claw)
7) Improved Disarm
9) Greater Disarm

Skills: (8x9 = 72 pts)
Diplomacy +19 (9 ranks + 3 trained + 6 cha + 1 trait)
Knowledge (arcana) +15 (9 ranks + 3 trained + 3 int)
Knowledge (nature) +15 (9 ranks + 3 trained + 3 int)
Knowledge (the planes) +15 (9 ranks + 3 trained + 3 int)
Knowledge (local) +15 (9 ranks + 3 trained + 3 int)
Linguistics +15 (9 ranks + 3 trained + 3 int)
Profession (scientist) +12 (9 ranks + 3 trained)
Spellcraft +15 (9 ranks + 3 trained + 3 int)

Equipment:
Belt of Physical Perfection +2 (1 lb), Amulet of Mighty Fists (as +2 weapon), Amulet of Natural Armor +1, Ring of Protection +1, Cloak of Resistance +1 (1 lb), Headband of Charisma +2, knife (1 lb), backpack (2 lbs), waterskin (4 lbs), flint and steel, 2 sunrods (2 lbs), Masterwork Composite (+2 Str) Longbow (3 lbs), 20 arrows (3 lbs), bedroll (5 lbs).
Wealth: 450gp
Weight Carried: 22 lbs

Speed: 30 feet (in either form)

Special Abilities (Class):

Eidolon: (evolution pool of 13, base form is biped)
-Limbs (arms) (2 pts), +4 Strength (4 pts), claws (on extra arms) (1 pt), Improved Damage (claws) (1 pt), Rend (2 pts), Energy Attacks (fire, 2 pts), Improved Natural Armor (1 pt)
-Also has multiattack, devotion, evasion, darkvision 60 feet, link, share spells
Fused Link (can sacrifice hit points to save eidolon)
Shielded Meld (gets +2 shield bonus to AC while fused)
Maker’s Jump (can dimension door 1/day with the eidolon at CL 9th)
Summon Monster V (9/day, only when eidolon not summoned, can cast this spell as a standard action and they remain for 1 min/level)

Trait: World Traveler (and gets diplomacy as a class skill)

Spellcasting:

"Caster level" 6, mana points 6 x (9 + 6) = 90 x 2 for being a spontaneous caster = 180 mana.

Spells Known:
Cantrips (6, 1 mana): detect magic, read magic, mage hand, message, mending, open/close
1st (5, 3 mana): mage armor, expeditious retreat, lesser rejuvenate eidolon (1d10+5), grease, feather fall
2nd (4, 6 mana): haste, spider climb, invisibility, summon eidolon
3rd (4, 10 mana): evolution surge, rejuvenate eidolon (3d10+9), greater invisibility, fire shield

Save DCs: 16 + spell level (10 + 6 cha).

Appearance and Personality:

Aelyn is an attractive, average-height human female with a slender, athletic frame, strong shoulders and bright eyes. She has red hair, fair skin, and her eyes are green. She seems to appraise the world around her with a critical gaze, quickly seeking to understand and analyze her environment as well as the people and creatures within it.

Once she understands a situation, her natural charisma takes over. She is easy-going and friendly to her allies, and quick to make friends with anyone else, but particulary so with intellectuals with whom she can hold scientific discussions. She is very tolerant of other races and viewpoints and believes that everyone should be evaluated equally without any lens of bias. She enjoys travel, experiencing new cultures and meeting new people, as well as testing herself against new challenges.

Background:

Aelyn grew up traveling. Her family, of which she was the only child, never spent very long in any place. Rather than avoid making any friends, however, she instead made a lot of them everywhere she went. Her intellect and easy-going nature made it easy for her to get along with people, and she quickly mastered almost every language she came in contact with in order to further sponsor these friendships. She even made friends with a very unusual being, an eidolon who took such interest in her that the two beings have become in many ways joined with each other. Through it, she has begun to learn much about magic and picked up some languages that are rarely encountered in the natural world.

For the last few years, Aelyn has found herself settling into the Hylarin Empire. She has taken this advantage to study from their great libraries, becoming fascinated with knowledge of other places, people, and magic. She has since become a member of a team of people doing new research into the planes and their unusual denizens, some of the knowledge from which she applies to her eidolon.

It didn't take long for Aelyn to realize that the bond with her eidolon enabled her to contribute to the Empire more than scientifically. Her natural interest in people led to an instinct to protect them. Aelyn immediately started aiding the Imperial military in any way she could, taking on dangerous tasks in defense of the people, many of them her friends.

Now Aelyn is about 28 years old, at her physical and mental peak, and is eager to help the Empire in its battle against the Dark Prince....

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by That One Elf (edited 03-26-2013 @ 12:48 PM).]

posted 06-05-12 02:00 AM EDT (US)     7 / 8  
Name: Garo
Race: Human
Class: Elemental Priest 8
Alignment: Lawful Good
Deity: Yavanna
Languages: ***

Ability Scores:
Str: 14 (+2)
Dex: 10 (-)
Con: 14 (+2)
Int: 12 (+1)
Wis: 22 (+6)
Cha: 16 (+3)

Basic stats
HP: 54
AC: 24 (touch 11, flat-footed 24)
BAB: +6
CMB: +8
CMD: +9

Saves
Fortitude +8 (6 class, +2 con)
Reflex +2 (class)
Will +12 (6 class, +6 wis)

Feats
Elemental Channel (character 1st)
Selective Channeling (character 3rd)
Spell Focus Conjuration (character 5th)
Augment Summoning (character 7th)

Skills
Diplomacy 2 (+8; trained)
Knowledge (religion) 8 (+12; trained)
Knowledge (nobility) 4 (+8; trained)
Sense Motive 4 (+13; trained)
Spellcraft 6 (+10; trained)

Class Abilities
Spontaneously cast cure spells (1st - CLW; 3rd - CMW; 4 - CSW)
Channeled Energy 4d6 (DC 16, usable 6/day)

Elements: Earth (first, up to 4th-level spells), fire (second, up to 3rd-level spells)
Mana (general): 108
Mana (domains): 27

Earth Domain:
Acid Dart, ranged touch to 30 feet of 1d6 + CL damage, 3 + wis modifier per day
Acid Resistance 10

Law Domain:
Touch of Law: all attacks roll natural 11s for one round, usable 3 + wis /day
Staff of Order: weapon touched becomes axiomatic for half of CL rounds, usable 1/day


Attacks:
Heavy Flail +10/+5 (d10 + 5 + d6 fire)
Light Crossbow +7 (d8 + 1)

Treasure:
+1 Flaming Heavy Flail
+2 Crown of Wisdom
+2 Cloak of Charisma
+2 Belt of Strength
+2 Segmented Plate (full plate)
+1 Amulet of Natural Armor
+1 Ring of Deflection
+1 Light Crossbow
2 Wands of CLW (50 charges)

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 06-05-2012 @ 09:47 PM).]

posted 01-08-13 10:55 PM EDT (US)     8 / 8  
Character sheet: http://www.myth-weavers.com/sheetview.php?sheetid=495021 - Traits can be found at the bottom, under "Other Notes."

Holy Tactician (Pathfinder paladin variant): http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo---paladin-archetypes/holy-tactician

Feat Summary:

Iron Will: Merl gains a +2 bonus to all Will Saves.

Two-Weapon Fighting: Reduces the penalties for fighting with two weapons. For details, see http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---final

Weapon Finesse: Meryl may use her dexterity modifier in place of her strength modifier when making melee attacks with light weapons (or weapons that count as light for purposes of the Weapon Finesse feat).

Risky Striker: Meryl may choose to take a -1 penalty to AC in return for a +2 damage bonus against creatures two size categories or larger than her. This damage bonus increases by +2 when she reaches BAB 4, and every four levels thereafter.

(In this case, Meryl reached BAB 4 at level 5. Therefore, the bonus increases every four levels after level 5.)

Piranha Strike: This feat functions like Pathfinder's Power Attack except that it is only usable with light weapons and cannot be used in conjunction with Power Attack. Meryl takes a -1 penalty to her attacks in return for a +2 bonus (which is halved when used with an off-hand weapon). At BAB 4, and every 4 points thereafter, the attack penalty increases by 1 and the damage bonus increases by 2. Piranha Strike cannot be used with Touch Attacks.

Precise Strike: This teamwork feat allows flanking partners with the same feat to deal an additional 1d6 precision damage to the flanked target on each successful melee attack.

(This feat is usable in conjunction with Meryl's Battlefield Presence ability, part of her Holy Tactician class abilities.)

Improved Two-Weapon Fighting: Meryl gains a second attack with her off-hand weapon, albeit with a -5 penalty.

Greater Mercy: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

-----------------------------------

Biography: Meryl was born the second daughter of a merchant, a respectable and intelligent Hobbit whose wife was a Took. Her family lived in the Shire, near the Old Forest, though each year they'd make a trip to Bree to sell various goods at a festival there. Her travels across the Shire and Bree introduced Meryl to a variety of different people at an early age and helped stir her wanderlust.

As a youth, the young hobbit had an athletic knack. Though she wasn't the strongest among her peers, she was fast, slippery, agile, and had a certain hardheadedness, a refusal to give up in anything she set her mind on. Like many Hobbits with Took blood, she had a certain fascination with the idea of adventure and spent endless hours climbing, running, and getting into trouble. The years did little to wear away her spirit.

Meryl was a mere thirty-five years old when she decided to go on her first adventure. She gathered her belongings and some adventuring necessities (mushrooms and a knife), then set out on a trip alone that would continue for the rest of her life.

At first, the young Hobbit was simply adventuring for the thrill of it, but as the months went by, Meryl found herself witnessing things that changed that. Her mindset changed entirely when, one night, she woke up to the sound of screaming. On a whim, she followed the noise and found a pair of humans being dragged off into a cave by a troll to be eaten. Something stirred in the halfling, and without any regard for her own safety, she plunged into the cave and attacked the monster. Whether by luck or destiny, she was victorious, and the humans were freed.

Since that night, Meryl's adventures were not simple wanderings, but a quest: She sought out wrongdoings and corrected them with certainty. She began to dream of a nameless, faceless speaker that she understood was endowing her with the power to right those wrongs, and the more she fought for the betterment of others, the more real that power began to be. Now, after almost twenty years of adventuring, Meryl has an undeniable connection with the voice, which others have named Tulkas, and strives to mete out justice wherever she goes.

[This message has been edited by Inlaa (edited 01-10-2013 @ 12:57 PM).]

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