Friday, February 19, 2016

[Character Sheet] Cyrene

Cyrene
CN Female Undine (Outsider, Native) Shaman (Lore) 3/ Warpriest 4
Init +9; Senses Darkvision 60ft., Perception +11
Speed 30ft.(6 squares); Swim 30ft.
Languages Common (Taldoran), Aquan, Auran, Draconic, Elven, Halfling, Infernal, Orc, Sylvan
Str 9, Dex 16, Con 12, Int 14, Wis 16, Cha 16

AC 18 / 22* (+5/+9* armor, +3 dex); flat-footed 15 / 18, touch 13
HP 51 (7d8, +7 con)
BAB +5; CMB +4; CMD 17; F +7, R +6, W +11

+6 Melee (Masterwork Trident**, 1d8-1; 20/x2)
+4 Melee (Dagger, 1d4-1; 19-20/x2)

+10 Ranged (+1 Blowgun**, 1d6+1; 20/x2)
+8 Ranged (Dagger)

Skills [46] Acrobatics +15 (5), Appraise +8 (6), Bluff +7 (1), Climb +2 (1), Diplomacy +8 (2), Disguise +10/+14 (2), Escape Artist +6 (1) Heal +7 (1), Knowledge: Arcane +3 (1), Knowledge: Geography +3 (1), Knowledge: Local +6 (1), Knowledge: Nature +6 (1), Knowledge: Religion +6 (1), Knowledge: Planes +6 (1), Linguistics +8 (3), Perception +12 (4), Profession: Merchant +7 (1), Sense Motive +10 (2), Sleight of Hand +6 (1), Spellcraft +12/+14/+16 (7), Stealth +12 (5), Survival +7 (1), Swim +10 (1).

Feats (Shm1) Alertness, (1) Cosmopolitan, (3) Weapon Focus: Blowgun, (5) Extra Hex: Fetish, (7) Steadfast Mind.

Traits
 Magical Knack: Shaman, Naive (Drawback), Reactionary, Unhappy Childhood: Religious.

SQ Blessing/Sacred Weapon**.


Magic Items 




Spells 
(Warpriest) CL 4; Cleric Spell List
0th - Usually Prepared: Enhance Diplomacy, Detect Magic, Guidance, Stabilize; 
1st - (4 per day) Usually Prepared: Divine Favor x2, Firebelly, Obscuring Mist.
2nd - (2 per day) Usually Prepared: Divine Trident, Sound Burst. 
Spells spontaneous into Cure.
(Shaman) CL 5; Shaman Spell List plus 3 chosen from Sorc/Wiz list
0th - Usually Prepared: Arcane Mark, Dancing Lights, Read Magic, Jolt
1st - (3 per day + 1) Usually Prepared: Windy Escape, Wave Shield, Produce Flame; Identify
2nd - (2 per day +1) Usually Prepared: Levitate, Glitterdust; Tongues (Cloak of the Hedge Wizard) CL 1
0th - At Will: Prestidigitation, Acid Splash
1st - 1/Day: Grease, Unseen Servent



SQ Racial: Darkvision 60ft; Flesh Chameleon (from energy resistance); Nereid Fascination (from spell-like ability); Hydrated Vitality (from water affinity)
Shaman: Spirit Animal:Greensting Scorpion; Hex:Arcane Elightenment (Jolt, Windy Escape, Glitterdust); Monsterous Insight Warpriest: Sacred Weapon (Trident, Blowdart), Enhancement +1; Well Hidden; Sneak Attack; Blesings 5/day (Air, Water); Fevor 5/day; Enthrall.

Magic Items
(Weapon) +1 Blowdart; (Armor) Truefaith Vestiments with Spell Storing - appears as simple robe but acts as +3 Breastplate until illusion is interacted with, such as successful melee attack, Will DC 16, then acts as +1 Chain Shirt. Can expend stored spell on successful melee hit against me; (Shoulders) Cloak of Resistance + 1 with Cloak of the Hedge Wizard (personalized Conjuration); (Waist) Heavyload Belt; (Hands) Gloves of Reconnaisance; (Feet) Boots of Elvenkind, (Slotless) Travellers Anytool; Handy Haversack; Potion Cure Light Wounds

Spirit Animal
Familiar: Greensting Scorpion

[Character Sheet] Roland Nox


Roland Nox
CN Male Tiefling (Outsider, Native) Rogue 6
Init +7; Senses Perception +8
Speed 30ft.(6 squares)
Languages Common (Taldoran), Abyssal, Draconic, Elven, Giant, Halfling, Infernal, Orc
Str 14, Dex 19, Con 14, Int 16, Wis 10, Cha 8

AC 20 (+4 armor, +1 shield, +4 dex, +1 dodge)
HP 56 (6d8, +12 con, +6 favored)
BAB +4; CMB +7; CMD 20; F +3, R +9, W +2

+9 Melee (Masterwork Rapier, 1d6+3; 18-20/x2)
+7/+7 Two Weapon Fighting (Masterwork Dagger, 1d4+1; 19-20/x2)

+9 Ranged (Masterwork Dagger, 1d4+3; 19-20/x2)
+7/+7 Two Weapon Fighting (1d4+1)

Skills [72] Acrobatics +12 (6), Climb +5 (2), Craft: Locks +12 (6), Disable Device +14 (6), Disguise +8 (6), Escape Artist +12 (6), Intimidate +8 (6), Linguistics +9 (3), Perception +8 (6), Perform: Dance +7 (5), Sense Motive +8 (6), Sleight of Hand +13 (6), Stealth +24* (6), Swim +5 (2).

Feats (1) Two Weapon Fighting, (Rog2) Weapon Finesse, (3) Dodge, (Rog4) Two Weapon Defense, (5) Quick Draw, (Rog6) Offensive Defense.

Traits
 Child of the Streets, Loner (Drawback), Reactionary, Urchin.

SQ Darkvision, Darkness 1/day, Fiendish Sprinter, Prehensile Tail, Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge, Finesse Rogue, Combat Trick.

Magic Items +1 Improved Shadow Studded Leather* (16k), Wand of Marking.

Thursday, February 18, 2016

Roland Nox "The Raven" backstory

Born in Egorian, Cheliax. Parents unknown. Grew up as a street urchin and was quickly swallowed into a minor thieves' guild. The guild of the crow toughened him up and taught him skills needed to survive. In the guild, as in all things, there were petty rivalries and jealousies. Roland was an excellent thief yet he made more enemies than friends due to his talent and Tiefling heritage. He would mark his crimes and equipment with a wand of marking he stole. Eventually this marking became known as his symbol, and he put it on all of his equipment. The growing jealousies of his less fortunate guild members resulted in them copying his mark and using it at the scene of heinous crimes till he was forced to depart the city from the price on his head. Till this day, none know how many crimes were his, and how many were fabricated.

Monday, January 18, 2016

[Character Sheet] Marsh


Marsh
N male Halfling Harrow Monk 1/ Pack Master Hunter 5
Init +3; Senses Perception +17
Speed 30-ft. (6 squares)
Languages Common, Halfling, Undercommon, Dinosaur.
Str 8, Dex 16, Con 14, Int 12, Wis 20, Cha 8

AC  19 (+5 wis, +3 dex, +1 size)
HP 50 (6d8+12)
BAB +4; CMB +2; CMD 20; F +9, R +10, W +9

+3 Melee (unarmed strike, 1d4+1; x2) (1/day Idiot Strike, DC 16)
+2/+2 Flurry of blows
+8 Ranged (+1 Longbow, 1d6+1; 20/x3)

Spells () 0th - Guidance, Light, Resistance, Detect Magic, Create Water, Know Direction; 1st - (6) Cure Light, Burning Disarm, Entangle, Mudball; 2nd - (3) Cure Mod, Aggressive Thunder Cloud, Stone Call.

Skills [46] Acrobatics +12 (6), Escape Artist +8 (2), Handle Animal +8/ +12 (6) Heal +9 (1), Knowledge: Nature +10 (6), Perception +17 (6), Ride +10 (2), Sense Motive +12 (4), Spellcraft +8 (3), Stealth +16 (6), Survival +14/+16 (4).

Feats (1) Boon Companion: Dino 2, (Mnk1) Improved Unarmed Attack, (Mnk1) Deflect Arrows, (3) Boon Companion: Dino 1, (Hntr1) Outflank, (5) Escape Route.

Traits Frontier Forged, Beast Kin: Dinosaurs

SQ Fearless, Halfling Luck, Keen Senses, Fleet of Foot, AC bonus, Flurry of Blows, Idiot Strike, Pack Bond, Pack focus, Nature Training, Wild empathy, Track, Hunter Tactics, Improved Empathic link, Woodland Stride.

Magic Items +1 Long Bow, Burnt Ioun Stone

Raptors 1 & 2
Lvl 6 Animal Companion Raptor
Senses Perception +8
Speed 70ft. (14 squares), Sprint 700 ft. (140 squares)
Str 13, Dex 19, Con 17, Int 3, Wis 12, Cha 14

AC 25 (+5 armor, +4 dex, +5 natural, +1 size)
HP 45 (6d8+18)
BAB +4; CMB +4; CMD 18; F +8, R +9, W +4
+9/+9 Talon (1d6+1, 2d6 flanking)
+8 Bite (1d4 +1, 1d4, 1d6 +1 flanking)

Skills Acrobatics +9), Perception +8, Stealth +13

Feats (Hunter) Outflank, (1) Weapon Finesse, (3) Precise Strike, (5) Weapon Focus (claws), (Hunter teamwork) Escape Route.

Tricks Detect, Flank, Watch, Combat Training, Hunting, Chameleon Step.

SQ Fast movement, Link, Sprint, Evasion, Low light vision, Scent.

Magic Items +1 Mithral Barding ().