This is a place to store all pathfinder characters that are currently not in active play.
Valerie Sheet
"An Elven Soldier from Evereska, raised and educated amongst its' reclusive halls and hollows, she joined in the final war of a small kingdom, invaded and destroyed by its' neighbor; witnessing the vile
Hotheaded in her youth, unwilling to conform to societal norms about elves and how long they spend rearing their children, she left home and went off to aid a human kingdom in what she felt was an unjust invasion against it.
She spent about thirty years as a soldier, through the fall of that minor kingdom, and the following guerilla actions... only to discover, when she finally escaped to a neighboring country with the intent to rally support..
... that, truth be told, no one particularly cared.
All it was, was a change of hands. A bloody formality. The neighboring countries had already adjusted to the new lord's name, and were every bit as civil with him as with the prior.
All of the suffering, sickness, death, and pain had been... worthless.
She decided that her skill-at-arms would be put to better use. Helping people. She just had to find out how. Clearly just fighting wasn't enough.
This left her very wary of people and their motivations. Jaded, even.
However, her unusual resilience and long fighting experience, tied with the desire to do 'good', means even now, she hasn't lost her way. Not fully. She still believes in honor, in accountability.
To her, warfare must obey certain rules or else it becomes debased and vile.
Particularly vile is the use of fire or poison; this is made worse, and her certainty of its' evil even deeper, by her lurking fear of flames.
She's seen Wizards and Sorcerers on the battlefield reaping untold victims of their hungry flames; smelled the blazing flesh; heard the dying screams.
She will ever condone its' use, and is, herself, quite afraid of such a painful and lingering death.
She's a bit of a warrior out of time; not quite fitting in with the battlefield, with the world as its' become. Nonetheless, I think she will do quite well in your service."
Signed,
Maderik, Oracle of Bright Nydra, Chronicler of Evereska
"An Elven Soldier from Evereska, raised and educated amongst its' reclusive halls and hollows, she joined in the final war of a small kingdom, invaded and destroyed by its' neighbor; witnessing the vile
Hotheaded in her youth, unwilling to conform to societal norms about elves and how long they spend rearing their children, she left home and went off to aid a human kingdom in what she felt was an unjust invasion against it.
She spent about thirty years as a soldier, through the fall of that minor kingdom, and the following guerilla actions... only to discover, when she finally escaped to a neighboring country with the intent to rally support..
... that, truth be told, no one particularly cared.
All it was, was a change of hands. A bloody formality. The neighboring countries had already adjusted to the new lord's name, and were every bit as civil with him as with the prior.
All of the suffering, sickness, death, and pain had been... worthless.
She decided that her skill-at-arms would be put to better use. Helping people. She just had to find out how. Clearly just fighting wasn't enough.
This left her very wary of people and their motivations. Jaded, even.
However, her unusual resilience and long fighting experience, tied with the desire to do 'good', means even now, she hasn't lost her way. Not fully. She still believes in honor, in accountability.
To her, warfare must obey certain rules or else it becomes debased and vile.
Particularly vile is the use of fire or poison; this is made worse, and her certainty of its' evil even deeper, by her lurking fear of flames.
She's seen Wizards and Sorcerers on the battlefield reaping untold victims of their hungry flames; smelled the blazing flesh; heard the dying screams.
She will ever condone its' use, and is, herself, quite afraid of such a painful and lingering death.
She's a bit of a warrior out of time; not quite fitting in with the battlefield, with the world as its' become. Nonetheless, I think she will do quite well in your service."
Signed,
Maderik, Oracle of Bright Nydra, Chronicler of Evereska
- Krenball the Courageous, Cavalier
Background
Krenball was the fifth born son of a great leader, Chieftain Horsebiter of Clan Gullybog. At an early age Krenball proved to be a bit odd, often picking bits of paper wrapped in leather (books) out of the loot from his father's raids. It was another odd goblin, a wizard that served his father, that taught him how to read from these books, and read he did! It was from the books that he heard wonderful tales of knights and cavilers who righted wrongs and fought for the downtrodden. Of course he thought many of them were rather stupid for not taking the females for themselves or taking all the treasure offered them, but that was when he decided that he would do it right!
Krenball devoted himself to training in weapons and riding. Soon he was very strong, stronger than most of the goblins in the clan and was easily their best rider. Having prepared himself he found a text devoted to the Order of the Dragon and swore to uphold their tenets, specifically to devote his life to the betterment of all goblins! Sadly tragedy befell Clan Gullybog as Krenball was out riding one day, seeking goblins to aid. Upon his return he found their "fortress" in ruins, his father and dozens of his kin dead, but nothing stripped from their bodies. So Krenball collected his father's armor and as much of the clan's wealth as he could, then rode off on his trusty steed Tacitus to craft for a new life for himself and all goblins!
- Eolas, Studious Librarian Bard (Carrion Crown)
Background
Eolas was born in the town of Ardis, his mother a simple tavern wench who had spent the night with an elven traveler. Being raised in a tavern wasn't all so bad and Eolas earned his way once he was old enough. Quickly enough he was earning coin with his voice, singing to gain a few extra coins a night. With the extra coin his mother hired a tutor for him who taught him languages, history and more.
It was still when he was young that he encountered Professor Pertros Lorrimor. The professor had come to Ardis seeking to investigate the ruins of the old library that had burnt down there. He had taken a shine to Eolas during his time at the tavern and hired the young man to assist him in his investigations. While the professor failed to find what he sought he was impressed by the young half-elf. To that in the professor not only paid Eolas what he was owed, but also handed him a letter of recommendation to assist in his acceptance to the University of Lepidstadt. With the coin and letter Eolas left his home and made his way to the university.
Thanks to the professor's letter the young half-elf was accepted and took to his studies with zeal. He proved himself to be a keen student of matter arcane, historical as well as religious. But he also proved himself to be skilled at swordplay. He was invited to join the Gateguard dueling fraternity and proved himself in many a duel, though he did not escape receiving a Lepidstadt scar that runs horizontally across his chin.
Soon after his arrival at the university he received a package from his mother. Though the woman was barely literate she had taken pen in hand and written him a note:
My dear son, I should have given this to you long ago. It was left by your father, a weapon he had carried for years. It was supposed to be a promise that he would return, but you know how that turned out. I hope that now you might use it to aid you in your efforts in life.
Inside the package he found a silvered rapier of exquisite quality
. Though he had never known his father in that moment he felt more connection to the man then ever before.
Years went by and Eolas devoted himself to his studies, learning much. He was still devoting himself to his studies when he received the letter that informed him of the death of Professor Lorrimor. Curious as to the letter's contents he decided to heed the professor's words and make his way to the professor's home.
- Veruza, Witch of Infernal Power
Background
Veruza has called the city of Kaer Maga home her entire life. She was born into slavery and, as such, was worked as a slave. This work was hard and brutal, being a half-orc she was afforded little comfort. Veruza grew bitter and one day began to speak out to the other slaves against her master. This proved to be he downfall. One of the other slaves told their master about her and Veruza was whipped and thrown into a cell and starved. Without food or water her end was slow, but the woman knew there was a way to stave it off.
As the end came Veruza sliced open her palms, spilling her own blood in order to make a pact. She died, at least for a short time, crossing over into the realms of death. There she was greeted by the boatman, Charon, with whom she made a pact; her soul would be his if only she would return him to the realm of the living and grant her the powers to avenge the wrongs done to her. The boatman, finding this intriguing as few souls ever struck bargains with him, agreed.
When her eyes opened she was greeted with a glorious sound, a scream of anguish from outside her cell.
- Arun Mishal - Ifrit Warlord
Background
Born into a family of smiths, Arun was a bit of an oddity from birth. His father's family had long ago claimed that their abilities as smiths were "gods given", but before Arun they hadn't had proof of their claim. His white hair and golden eyes made him stand out among his dark haired and swarthy family.
- Developed much slower than his siblings
- Was trained as a smith by his father
- Forged armor for the local militia
- Was trained in fighting by a retired soldier, who taught him the value of leadership[/b]
Character Sheet
Luca does not share much about himself, other than the fact that he has traveled quite a bit. The rogue often evades questions about himself, preferring to talk about what will be rather than what has been. He is a charmer, through and through, and always has a smile upon his lips. The man is quick to share his drink and food as well as to share tales with fellow travelers. Though he wears rather hardy traveler's clothing he has an orange vest and a reversible cloak, one side being black and the other being crimson.
Character Sheet
Roderick's animal companion is a woolly rhinoceros by the name of Siggy. She is rather mild mannered when her companion is around, but doesn't take quickly to strangers.
Siggy's Stats
Stats: Str (14), Dex (14), Con (15), Int (2), Wis (13), Cha (5)
AC: 16 (+4 natural bonus, +2 dex)
HP: 18
Attack: Gore 1d8 x2
Speed: 40 feet
Special Qualities: Scent
Feats:
Skills:
Tricks:
Character Sheet
Basics
Name: Alfarr Unasson
Class: Ranger/1
Sex: Male
Age: 22
Race: Human
Alignment: Chaotic Good
Relationship Status: Single
Sexuality: Straight
Height: 6'4"
Weight: 226 lbs
Hair: Auburn
Eyes: Blue
Background
Alna, Undine Druid
Character Name: Alna
Player: Krispy
Campaign: Dark Tides
Campaign GM: Rivine
Age: 70
Gender: Female
Race: Undine
Type: Outsider (Native/Aquatic)
Height: 5’5”
Weight: 145 pounds
Size: Medium
Hair: dark blue
Eye: pale blue
Skin: Blue
Class: Druid (Water Domain)
Level: 3
XP: 5000
Next Level: 9000
Alignment: neutral
Background: Sailor/fisher
Languages: Common, Aquan, Druidic
Handedness: left
Deity: Silvanus
Homeland: Rogarsheim, Norland
Speed: 30 feet
Swim: 40 feet (No swim checks. Always a class skill)
Initiative: +1
Hero Points:
Resistances: cold 5, electricity 2
Strength: 11 (+0)
Dexterity: 13 (+1)
Constitution: 13 (+1)
Intelligence: 11 (+0)
Wisdom: 18 (+4)
Charisma: 9 (-1)
Hit Dice: d8
Total HP: 22
Current HP: 22/22
Base Attack Bonus (BAB): +2
Fortitude: +4
Reflex: +2
Will: +7
CMD: 13
CMB: 2
AC: 16
Touch: 11
Flat-foot: 15
Acrobatics [dex]: 0 (+0)
Appraise [int]: 0 (+0)
Bluff [cha]: 0 (-1)
*Climb [str]: 0 (-3)
*Craft [int]: 0 (+0)
Diplomacy [cha]: 0 (-1)
Disable Device [dex]: 0 (-2)
Disguise [cha]: 0 (-1)
Escape Artist [dex]: 0 (-2)
*Fly [dex]: 0 (-2)
*Handle Animal [cha]: 3 (+5)
*Heal [wis]: 1 (+ 8 )
Intimidate [cha]: 0 (-1)
*Knowledge (geography) [int]: 3 (+6)
*Knowledge (nature) [int]: 1 (+7)
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Linguistics [int]: 0 (+0)
*Perception [wis]: 3 (+10)
Perform [cha]: 0 (-1)
*Profession (fisher) [wis]: 1 (+ 8 )
*Profession (sailor): 0 (+6)
*Ride [dex]: 1 (+2)
Sense Motive [wis]: 0 (+4)
Sleight of Hand [dex]: 0 (-2)
*Spellcraft [int]: 3 (+6)
Stealth [dex]: 0 (-2)
*Survival [wis]: 2 (+11)
*Swim [str]: 3 (+4)
Use Magic Device [cha]: 0 (-1)
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Energy Resistance: Undines have cold resistance 5.
Amphibious (Ex): Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Triton Magic: Some undines descend from tritons, rather than genies. Undines with this racial trait can use summon nature’s ally I as a spell-like ability, but only to summon a dolphin. This racial trait replaces the spell-like ability racial trait.
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Nature Bond (Ex): Water. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Feats
Waterway Caster: You’ve learned to cast spells while on a watercraft or even while swimming in turbulent waters.
Benefit: You automatically succeed at concentration checks required to cast a spell while being subjected to vigorous or violent motion while either swimming or on a ship. You gain a +4 bonus on concentration checks to cast spells underwater.
Spell Focus (Conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Stormheart: The sea is in your blood. You are no stranger to sea chases and blood on the decks.
+2 to Acrobatics and Profession (Sailor) checks. You ignore any hampered movement penalties for fighting on pitching or slippery decks, and you gain a +1 dodge bonus to Armor Class during any fight that takes place on or in a boat or ship.
Seafarer: You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere.
Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Seafaring Reputation (Social): Your fame helps you convince seafarers to cooperate.
Benefit(s): You gain a +1 trait bonus on Diplomacy and Intimidate checks against sailors and residents of regions that know of your crew or ship.
Aquatic Ancestry (Undine): You favor your outsider ancestry and are better adapted to life in the water.
Prerequisites: Undine.
Benefit: You gain the amphibious special quality. Your swim speed increases by +10 feet.
Burned: You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire.
Effect: You take a –1 penalty on saving throws against fire effects.
In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
Weapons
Darkwood Spear (5): +0, 1d8, 20, x3, 20 feet, P
Shortspear: +0, 1d6, 20, x2, 20 feet, P
Quarterstaff: +0, 1d6/1d6, 20, x2, 5 feet, B
Sling: +1, 1d4, 20, x2, 50 feet, B
Armor
Eel Hide (Hide): +4 AC, +5 Dex, -2 armor penalty, 20% arcane failure
Darkwood Buckler: +1 AC, -1 armor check penalty, 5% arcane failure
Items
Druid’s pack: This includes animal feed (5 days), a backpack (Masterwork), a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap (10), a spell component pouch, torches (10), trail rations (20 days), and a waterskin.
Explorer’s Outfit
Fishing net: 25 feet (5x5)
Air Bladder (5): Used by swimmers for longer dives, this bladder is similar to a waterskin, but is relatively airtight. If inflated, it holds enough air to sustain a Medium creature for 1 round or a Small creature for 2 rounds.
Bucket
Rope: 50 feet, hemp
Waterproof bag
Cure Light Wounds Potions (6)
Stabilize Potion (4)
Purify Food and Water Oil(4)
Currency: 40 gold
Character Name: Alna
Player: Krispy
Campaign: Dark Tides
Campaign GM: Rivine
Age: 70
Gender: Female
Race: Undine
Type: Outsider (Native/Aquatic)
Height: 5’5”
Weight: 145 pounds
Size: Medium
Hair: dark blue
Eye: pale blue
Skin: Blue
Class: Druid (Water Domain)
Level: 3
XP: 5000
Next Level: 9000
Alignment: neutral
Background: Sailor/fisher
Languages: Common, Aquan, Druidic
Handedness: left
Deity: Silvanus
Homeland: Rogarsheim, Norland
Speed: 30 feet
Swim: 40 feet (No swim checks. Always a class skill)
Initiative: +1
Hero Points:
Resistances: cold 5, electricity 2
Strength: 11 (+0)
Dexterity: 13 (+1)
Constitution: 13 (+1)
Intelligence: 11 (+0)
Wisdom: 18 (+4)
Charisma: 9 (-1)
Hit Dice: d8
Total HP: 22
Current HP: 22/22
Base Attack Bonus (BAB): +2
Fortitude: +4
Reflex: +2
Will: +7
CMD: 13
CMB: 2
AC: 16
Touch: 11
Flat-foot: 15
Acrobatics [dex]: 0 (+0)
Appraise [int]: 0 (+0)
Bluff [cha]: 0 (-1)
*Climb [str]: 0 (-3)
*Craft [int]: 0 (+0)
Diplomacy [cha]: 0 (-1)
Disable Device [dex]: 0 (-2)
Disguise [cha]: 0 (-1)
Escape Artist [dex]: 0 (-2)
*Fly [dex]: 0 (-2)
*Handle Animal [cha]: 3 (+5)
*Heal [wis]: 1 (+ 8 )
Intimidate [cha]: 0 (-1)
*Knowledge (geography) [int]: 3 (+6)
*Knowledge (nature) [int]: 1 (+7)
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Linguistics [int]: 0 (+0)
*Perception [wis]: 3 (+10)
Perform [cha]: 0 (-1)
*Profession (fisher) [wis]: 1 (+ 8 )
*Profession (sailor): 0 (+6)
*Ride [dex]: 1 (+2)
Sense Motive [wis]: 0 (+4)
Sleight of Hand [dex]: 0 (-2)
*Spellcraft [int]: 3 (+6)
Stealth [dex]: 0 (-2)
*Survival [wis]: 2 (+11)
*Swim [str]: 3 (+4)
Use Magic Device [cha]: 0 (-1)
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Energy Resistance: Undines have cold resistance 5.
Amphibious (Ex): Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Triton Magic: Some undines descend from tritons, rather than genies. Undines with this racial trait can use summon nature’s ally I as a spell-like ability, but only to summon a dolphin. This racial trait replaces the spell-like ability racial trait.
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Nature Bond (Ex): Water. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Feats
Waterway Caster: You’ve learned to cast spells while on a watercraft or even while swimming in turbulent waters.
Benefit: You automatically succeed at concentration checks required to cast a spell while being subjected to vigorous or violent motion while either swimming or on a ship. You gain a +4 bonus on concentration checks to cast spells underwater.
Spell Focus (Conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Stormheart: The sea is in your blood. You are no stranger to sea chases and blood on the decks.
+2 to Acrobatics and Profession (Sailor) checks. You ignore any hampered movement penalties for fighting on pitching or slippery decks, and you gain a +1 dodge bonus to Armor Class during any fight that takes place on or in a boat or ship.
Seafarer: You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere.
Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Seafaring Reputation (Social): Your fame helps you convince seafarers to cooperate.
Benefit(s): You gain a +1 trait bonus on Diplomacy and Intimidate checks against sailors and residents of regions that know of your crew or ship.
Aquatic Ancestry (Undine): You favor your outsider ancestry and are better adapted to life in the water.
Prerequisites: Undine.
Benefit: You gain the amphibious special quality. Your swim speed increases by +10 feet.
Burned: You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire.
Effect: You take a –1 penalty on saving throws against fire effects.
In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
Weapons
Darkwood Spear (5): +0, 1d8, 20, x3, 20 feet, P
Shortspear: +0, 1d6, 20, x2, 20 feet, P
Quarterstaff: +0, 1d6/1d6, 20, x2, 5 feet, B
Sling: +1, 1d4, 20, x2, 50 feet, B
Armor
Eel Hide (Hide): +4 AC, +5 Dex, -2 armor penalty, 20% arcane failure
Darkwood Buckler: +1 AC, -1 armor check penalty, 5% arcane failure
Items
Druid’s pack: This includes animal feed (5 days), a backpack (Masterwork), a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap (10), a spell component pouch, torches (10), trail rations (20 days), and a waterskin.
Explorer’s Outfit
Fishing net: 25 feet (5x5)
Air Bladder (5): Used by swimmers for longer dives, this bladder is similar to a waterskin, but is relatively airtight. If inflated, it holds enough air to sustain a Medium creature for 1 round or a Small creature for 2 rounds.
Bucket
Rope: 50 feet, hemp
Waterproof bag
Cure Light Wounds Potions (6)
Stabilize Potion (4)
Purify Food and Water Oil(4)
Currency: 40 gold
Magic
Spell Domain Or School: Water
Spells Per Day:
Water Domain: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
*A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric/druid levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).
Cantrips/Orisons: 4 (Create water, Purify food and drink, Stabilize, Know Direction)
(DC: 15) 1st Level: 2 (Cure Light Wounds [Cures 1d8 damage + 1/level (max +5)], Obscuring Mist (20 feet concealment, 20% chance of miss))
(DC: 16) 2nd Level: 1 (Divine Trident (touch, 1d8+1 electricity))
(DC: ) 3rd Level:
(DC: ) 4th Level:
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Spell Domain Or School: Water
Spells Per Day:
Water Domain: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
*A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Granted Powers
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric/druid levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).
Cantrips/Orisons: 4 (Create water, Purify food and drink, Stabilize, Know Direction)
(DC: 15) 1st Level: 2 (Cure Light Wounds [Cures 1d8 damage + 1/level (max +5)], Obscuring Mist (20 feet concealment, 20% chance of miss))
(DC: 16) 2nd Level: 1 (Divine Trident (touch, 1d8+1 electricity))
(DC: ) 3rd Level:
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Spell Descriptions
Cantrips/Orisons
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION: This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large — possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration instantaneous
DESCRIPTION: When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target 1 cu. ft./level of contaminated food and water
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
DESCRIPTION: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Casting Time 1 standard action
Components V,S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION: Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Create Water
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION: This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large — possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Know Direction
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration instantaneous
DESCRIPTION: When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
Purify Food and Drink
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target 1 cu. ft./level of contaminated food and water
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
DESCRIPTION: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Stabilize
Casting Time 1 standard action
Components V,S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION: Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Level 1
School: Conjuration
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
DESCRIPTION: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
School: Conjuration
Casting Time: 1 standard action
Components: V, S
Range: 20 ft.
Effect: cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION: A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Cure Light Wounds
School: Conjuration
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
DESCRIPTION: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Obscuring Mist
School: Conjuration
Casting Time: 1 standard action
Components: V, S
Range: 20 ft.
Effect: cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION: A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Level 2
School: Evocation
Casting Time 1 standard action
Components V, S, DF
Range 0 ft. trident-like bolt of electricity
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION: A 4-foot-long, blazing, forked bolt of electricity springs forth from your hand. You wield this spear-like bolt as if it were a trident (you are considered proficient with the bolt). Attacks with the trident are melee touch attacks. The bolt deals 1d8 points of electricity damage + 1 point per 2 caster levels (maximum +10). Since the bolt is immaterial, your Strength modifier does not apply to the damage. The bolt can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
Divine Trident
School: Evocation
Casting Time 1 standard action
Components V, S, DF
Range 0 ft. trident-like bolt of electricity
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION: A 4-foot-long, blazing, forked bolt of electricity springs forth from your hand. You wield this spear-like bolt as if it were a trident (you are considered proficient with the bolt). Attacks with the trident are melee touch attacks. The bolt deals 1d8 points of electricity damage + 1 point per 2 caster levels (maximum +10). Since the bolt is immaterial, your Strength modifier does not apply to the damage. The bolt can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
Backstory
Alna grew up on the Mooshae island of Alaron in the village of Kythyss. While her people were not overly common, she was not shunned nor harassed for being different. Alna showed the signs of being a druid when she was little. With the Ffolk they valued people who became druids and would be a valuable member of their society down the road. While she did not share their belief with the Earthmother she was still respectful of other people’s beliefs. She followed the code and rules established for their people and caused no issues. Alna just felt more drawn towards worshipping Silvanus instead of the Earthmother.
The people often looked towards her to assist with their livelihood given she was far more useful in the water, than many of them, given her Undine heritage. Alna assisted with the fishing and sailing ever since she was little. When she was around eighteen years old, she was caught in a terrible fire. The ship she was helping on caught fire which ignited the cargo. The entire ship and most of the crew perished during the blaze. Alna was thrown from the ship where a dolphin rescued her. It was later discovered that she had ties to Triton magic from her ancestors. This fire left a lasting mark on her arms and in her mind. Fire terrifies her like nothing else. Which could be why she prefers the sea where fires are less common.
Having grown up around and on ships she became rather adept at fighting at sea. The dolphin took her Norfolk, where she settled in Rogarsheim, which was the closest place to where she was discovered. She formed a connection with the dolphin and remained in Norfolk where her skills were put to use. While most people would have thought she would have taken a sea animal for her companion, Alna did not go this route. Despite her fears about fire, Alna returned to her work, after healing from her burns to sailing on the sea. Her livelihood revolved around the sea.
She dedicated her life to learning more about the water domain for her druid abilities. Alna felt like it was the sea who saved her with the help of the dolphin. She wanted to be able to travel on land without having to worry about a water bound companion. This was the best choice for her and she felt like it was the correct one.
Alna grew up on the Mooshae island of Alaron in the village of Kythyss. While her people were not overly common, she was not shunned nor harassed for being different. Alna showed the signs of being a druid when she was little. With the Ffolk they valued people who became druids and would be a valuable member of their society down the road. While she did not share their belief with the Earthmother she was still respectful of other people’s beliefs. She followed the code and rules established for their people and caused no issues. Alna just felt more drawn towards worshipping Silvanus instead of the Earthmother.
The people often looked towards her to assist with their livelihood given she was far more useful in the water, than many of them, given her Undine heritage. Alna assisted with the fishing and sailing ever since she was little. When she was around eighteen years old, she was caught in a terrible fire. The ship she was helping on caught fire which ignited the cargo. The entire ship and most of the crew perished during the blaze. Alna was thrown from the ship where a dolphin rescued her. It was later discovered that she had ties to Triton magic from her ancestors. This fire left a lasting mark on her arms and in her mind. Fire terrifies her like nothing else. Which could be why she prefers the sea where fires are less common.
Having grown up around and on ships she became rather adept at fighting at sea. The dolphin took her Norfolk, where she settled in Rogarsheim, which was the closest place to where she was discovered. She formed a connection with the dolphin and remained in Norfolk where her skills were put to use. While most people would have thought she would have taken a sea animal for her companion, Alna did not go this route. Despite her fears about fire, Alna returned to her work, after healing from her burns to sailing on the sea. Her livelihood revolved around the sea.
She dedicated her life to learning more about the water domain for her druid abilities. Alna felt like it was the sea who saved her with the help of the dolphin. She wanted to be able to travel on land without having to worry about a water bound companion. This was the best choice for her and she felt like it was the correct one.
Poog, "Goblin" Alchemist
Name: Poog
Player: Krispy
Age: 18
Gender: Male
Race: Green Kobold
Class: Alchemist
Favored Class: Alchemist
Level: 1
XP: 800
Alignment: Neutral Evil
Height: 2'8"
Weight: 28 pounds
Hair/Skin: Green
Eyes: Green
Handedness: left
Language: Draconic, Goblin
Deity:
Homeland:
Titles: Ugliest Goblin Alive, Worst Warrior, Springer of Traps
Speed: 30
Initiative: +0
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 7 (-2)
Dexterity: 10 (+0)
Constitution: 9 (-1)
Intelligence: 13 (+1)
Wisdom: 7 (-2)
Charisma: 11 (+0)
Hit Dice: d8
Total HP: 7
Current HP: -2/7 (stable)
Base Attack Bonus (BAB): +0
Fortitude: +1
Reflex: +2
Will: -2
CMD: 8
CMB: -2
AC: 13
Touch: 11
Flat-foot: 13
Acrobatics [dex]: 0 (+0)
*Appraise [int]: 0 (+1)
Bluff [cha]: 0 (+0)
Climb [str]: 0 (-2) +5 with Ring (+3) total
Craft (trapmaking) [int]: 0 (+3)
*Craft (alchemy) [int]: 1 (+5)
Diplomacy [cha]: 0 (+0)
*Disable Device [dex]: 1 (+4)
*Disguise [cha]: 0 (+2)
Escape Artist [dex]: 0 (+0)
*Fly [dex]: 0 (+0)
Handle Animal [cha]: 0 (+0)
*Heal [wis]: 0 (-2)
Intimidate [cha]: 0 (+0)
*Knowledge (arcana) [int]: 1 (+5)
*Knowledge (nature) [int]: 0 (+1)
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Linguistics [int]: 0 (+1)
*Perception [wis]: 0 (+0)
Perform [cha]: 0 (+0)
Profession (Miner) [wis]: 0 (+0)
*Profession (alchemist) [wis]: 0 (-2)
Ride [dex]: 0 (+0)
Sense Motive [wis]: 0 (-2)
*Sleight of Hand [dex]: 0 (+0)
*Spellcraft [int]: 1 (+5)
*Stealth [dex]:0 (+4)
*Survival [wis]: 1 (+2)
Swim [str]: 0 (-2)
*Use Magic Device [cha]: 1 (+4)
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Weapon Focus (Bombs)
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Alchemical Breath (Kobold, Green-Scaled): Your tribe, in an effort to emulate the green chromatic dragons they admire, goes to great lengths to secure alchemical coal.
Benefit: As a member of a green kobold tribe, you begin play with three pieces of the choking smoke variety of alchemical coal. Eating one of these pellets allows you to exhale noxious vapors, damaging and sickening your enemies. These pellets do not count against your starting character wealth.
Adopted: You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Ugly Swine (Goblin) [adoptive trait]: You are a repulsive little freak whose origins are unclear. Your head is small for a goblin and your mouth oddly narrow, allowing you to pass in urban environments as an unidentifiable mongrel, providing you keep a low profile. However, if examined closely, your goblin origins are revealed.
Benefit: You gain a +2 trait bonus on Disguise checks, and Disguise is a class skill for you.
Alchemical Intuition: You are often struck with epiphanies about alchemical processes and substances.
Benefit: Once per day as a free action, you may gain a trait bonus equal to your Charisma modifier (minimum 0) on a Craft (alchemy) check you make. You can apply this bonus after you roll the check, possibly turning a failure into a success.
Sling: +0
1d3-2, 20, x2, 50 feet, B
Wooden Stake: -2
1d3-2, 20, x2, 10 feet, P
Padded
Light Armor
Armor Bonus +1; Max Dex Bonus +8; Armor Check Penalty 0
Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.
*Ring That Lets You Climb Real Good!: from Gutwad's personal stash of goods. This item is on loan and must be returned at the end of the adventure. It gives +5 competency bonus to climb checks while worn.
Kit, Alchemist’s: This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
Outfit, Scholar’s: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
3 potion vials
Currency: 20 gold, __silver, __copper
Name: Poog
Player: Krispy
Age: 18
Gender: Male
Race: Green Kobold
Class: Alchemist
Favored Class: Alchemist
Level: 1
XP: 800
Alignment: Neutral Evil
Height: 2'8"
Weight: 28 pounds
Hair/Skin: Green
Eyes: Green
Handedness: left
Language: Draconic, Goblin
Deity:
Homeland:
Titles: Ugliest Goblin Alive, Worst Warrior, Springer of Traps
Stats
Speed: 30
Initiative: +0
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 7 (-2)
Dexterity: 10 (+0)
Constitution: 9 (-1)
Intelligence: 13 (+1)
Wisdom: 7 (-2)
Charisma: 11 (+0)
Hit Dice: d8
Total HP: 7
Current HP: -2/7 (stable)
Base Attack Bonus (BAB): +0
Fortitude: +1
Reflex: +2
Will: -2
CMD: 8
CMB: -2
AC: 13
Touch: 11
Flat-foot: 13
Skills
Acrobatics [dex]: 0 (+0)
*Appraise [int]: 0 (+1)
Bluff [cha]: 0 (+0)
Climb [str]: 0 (-2) +5 with Ring (+3) total
Craft (trapmaking) [int]: 0 (+3)
*Craft (alchemy) [int]: 1 (+5)
Diplomacy [cha]: 0 (+0)
*Disable Device [dex]: 1 (+4)
*Disguise [cha]: 0 (+2)
Escape Artist [dex]: 0 (+0)
*Fly [dex]: 0 (+0)
Handle Animal [cha]: 0 (+0)
*Heal [wis]: 0 (-2)
Intimidate [cha]: 0 (+0)
*Knowledge (arcana) [int]: 1 (+5)
*Knowledge (nature) [int]: 0 (+1)
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Linguistics [int]: 0 (+1)
*Perception [wis]: 0 (+0)
Perform [cha]: 0 (+0)
Profession (Miner) [wis]: 0 (+0)
*Profession (alchemist) [wis]: 0 (-2)
Ride [dex]: 0 (+0)
Sense Motive [wis]: 0 (-2)
*Sleight of Hand [dex]: 0 (+0)
*Spellcraft [int]: 1 (+5)
*Stealth [dex]:0 (+4)
*Survival [wis]: 1 (+2)
Swim [str]: 0 (-2)
*Use Magic Device [cha]: 1 (+4)
Proficiencies
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Feats
Weapon Focus (Bombs)
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Abilities
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Traits
Alchemical Breath (Kobold, Green-Scaled): Your tribe, in an effort to emulate the green chromatic dragons they admire, goes to great lengths to secure alchemical coal.
Benefit: As a member of a green kobold tribe, you begin play with three pieces of the choking smoke variety of alchemical coal. Eating one of these pellets allows you to exhale noxious vapors, damaging and sickening your enemies. These pellets do not count against your starting character wealth.
Adopted: You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Ugly Swine (Goblin) [adoptive trait]: You are a repulsive little freak whose origins are unclear. Your head is small for a goblin and your mouth oddly narrow, allowing you to pass in urban environments as an unidentifiable mongrel, providing you keep a low profile. However, if examined closely, your goblin origins are revealed.
Benefit: You gain a +2 trait bonus on Disguise checks, and Disguise is a class skill for you.
Alchemical Intuition: You are often struck with epiphanies about alchemical processes and substances.
Benefit: Once per day as a free action, you may gain a trait bonus equal to your Charisma modifier (minimum 0) on a Craft (alchemy) check you make. You can apply this bonus after you roll the check, possibly turning a failure into a success.
Weapons
Sling: +0
1d3-2, 20, x2, 50 feet, B
Wooden Stake: -2
1d3-2, 20, x2, 10 feet, P
Armor
Padded
Light Armor
Armor Bonus +1; Max Dex Bonus +8; Armor Check Penalty 0
Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.
Other Equipment & Magic Items
*Ring That Lets You Climb Real Good!: from Gutwad's personal stash of goods. This item is on loan and must be returned at the end of the adventure. It gives +5 competency bonus to climb checks while worn.
Kit, Alchemist’s: This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
Outfit, Scholar’s: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
3 potion vials
Currency: 20 gold, __silver, __copper
Posting at Mordus' Request
Xolotl's Theme
Xolotl’s Sheet
Hobgoblin society is brutally militaristic, from early on Hobgoblin youth are drilled in nothing but war, structure and violence. For someone like Xoyotl, this seemed like he had it made from the get go, being unnaturally strong, resilient, and quite the prodigy when it came to combat.
Amethyst's theme
https://www.myth-weavers.com/sheet.html#id=1918986
Amethyst is a walking contradiction.
On the one part, she is a stalwart embodiment of all things dwarven. She hold dwarven traditions above all, loves the feel of heavy armor on her body, practices regularly with the ancient weapons of the dwarves, has a healthy dislike for orcs, goblins, ogres and giants, covets jewelry and gold, and of course drinks quite heavily. On the other hand, she's always been a stranger in a stranger land, she has a deep appreciation of beauty in all things, enjoying jewelry not for its value but how pretty it can be. To her, a rose and shiny beads of glass can be as valuable if not more so than sparkling gemstones. She also is far less quick to pass judgment over others, and even in the face of ancient hated enemies like orcs and goblins, she would resort to diplomacy rather than lay down the axe upon them.
Much of this comes from the fact that she's rumored to be part fey. She was not born to a clan, but instead was found at the door steps of the dwarven fortress of Rustfire. After many examinations and divination spells, it was concluded that she was 100% dwarf and thus had claim to the clan by birthright, and yet there was always something very decidedly odd about her. For starters, her deep purple hair from which she got her name. Taken in by the Azurefist family she now carries the name with pride, hoping to bring honor and glory to her clan, even as she herself feels like a foreigner among dwarves, not to mention that no one ever found out who left her as a babe in the doorsteps of the fortress.
It came to no surprise that Amethyst took an interest in other cultures than her own. Though her dwarven kin happily lived and knew nothing more than the rocks that surrounded them in their mountain home, Amethyst wanted to know more of the humans, the elves, the gnomes, the halflings, even those monsters she and her kin fought- surely they had a reason why they were so evil, and even they could be redeemed perhaps.
A hopeless romantic and devout follower of Sharindlar, Amethyst was elated to hear that the great war between the humans would soon end through a marriage. Having never approved of the conflict, she could see no better poetic end and planned to attend the royal wedding herself. Now that it has been tampered with, she plans instead to set things right and see what became of the estranged couple. Love must prevail!
Tal'Rashid's Theme
Tal'Rashid's Sheet
Tal'Rashid's family of gnomes can track their lineage back to the great exodus of the first world. However, unlike most gnomes that live in Golarion, the Sipahi come from the Unseelie court.
Devious and cruel by nature, many of the Sipahi followed the path of evil, resembling the dark fey that they could claim as their kin. Others, however, though still having cruel tendencies, used their powers more for self-gratification, whimsy, and chaos for chaos sake than for evil purposes. Why else would their kin move from the first world if not to become more than their nature allowed them after all? No one ever said anything about being exiled, and it was clear that their exodus had been a voluntary one.
Tal'Rashid's parents however, were more of the former category. Criminals and vandals, they took to the adventuring life for fun and profit, and when the opportunity presented itself to flee back to the first world they took it. At long last turning back to their roots as evil fey.
Leaving Tal'Rashid as an orphan, he was taken in by his grandfather, Roxo Sipahi, who was more of the latter category of Sipahi gnomes. A retired investigator who leaved pleasantly in the village of Rockford with his Brownie mayordomo Smidgen.
Roxo took Tal'Rashid under his wing and made sure that the boy was properly educated, and that he would hopefully not follow on his parents' footsteps.
It remains to be seen where Tal'Rashid's path takes him. The gnomish boy has thus far displayed a knack with psychic power, and when he's not being tutored by his grandfather he is off playing the part of professional street hustler.
Tal is a very artistic gnome and enjoys street performing, singing and dancing and putting on acrobatic shows, not that he needs the panhandling, he simply does it because it amuses him. However, he also does it to practice his manipulation skills. There is no evidence to prove otherwise, but some rumors say that Tal's real power comes from hypnotism. For some reason, he always manages to convince people to see things his way. Even when caught in some criminal act like thievery, vandalism, or even a street fight, he always convinces guards to look the other way.
Thus far Tal'Rashid seems content simply continuing his studies and having his fun hustling. Only time will tell if he succumbs to his Unseelie fey nature, or if he will become something more.
NPCs
D'Monica- Half-Orc Bard- A gypsy dancer that Tal'Rashid often pairs up with. Her bardic performance and his hypnotic stare often earns them the big bucks from the mesmerized crowd. Unfortunately, their personalities clash a lot, and more often than not they are rivals. Not to mention that their style of dance are very different, with D'Monica belly dancing and Tal'Rashid preferring break dancing.
Roxo Sipahi- Gnome Investigator- Tal'Rashid's grandfather. Has a past as an adventurer but is happily living the retired life in Rockford. Acts a Tal'Rashid's tutor and legal guardian.
Smidgen- Brownie Valet Familiar- The mayordomo of the Sipahi family. Takes care of the menial tasks such as chores, shopping, cooking and dragging Tal'Rashid out from parties. Officially Roxo's familiar but that doesn't stop Tal from trying to order him around.
Xolotl's Theme
Xolotl’s Sheet
Hobgoblin society is brutally militaristic, from early on Hobgoblin youth are drilled in nothing but war, structure and violence. For someone like Xoyotl, this seemed like he had it made from the get go, being unnaturally strong, resilient, and quite the prodigy when it came to combat.
Amethyst's theme
https://www.myth-weavers.com/sheet.html#id=1918986
Amethyst is a walking contradiction.
On the one part, she is a stalwart embodiment of all things dwarven. She hold dwarven traditions above all, loves the feel of heavy armor on her body, practices regularly with the ancient weapons of the dwarves, has a healthy dislike for orcs, goblins, ogres and giants, covets jewelry and gold, and of course drinks quite heavily. On the other hand, she's always been a stranger in a stranger land, she has a deep appreciation of beauty in all things, enjoying jewelry not for its value but how pretty it can be. To her, a rose and shiny beads of glass can be as valuable if not more so than sparkling gemstones. She also is far less quick to pass judgment over others, and even in the face of ancient hated enemies like orcs and goblins, she would resort to diplomacy rather than lay down the axe upon them.
Much of this comes from the fact that she's rumored to be part fey. She was not born to a clan, but instead was found at the door steps of the dwarven fortress of Rustfire. After many examinations and divination spells, it was concluded that she was 100% dwarf and thus had claim to the clan by birthright, and yet there was always something very decidedly odd about her. For starters, her deep purple hair from which she got her name. Taken in by the Azurefist family she now carries the name with pride, hoping to bring honor and glory to her clan, even as she herself feels like a foreigner among dwarves, not to mention that no one ever found out who left her as a babe in the doorsteps of the fortress.
It came to no surprise that Amethyst took an interest in other cultures than her own. Though her dwarven kin happily lived and knew nothing more than the rocks that surrounded them in their mountain home, Amethyst wanted to know more of the humans, the elves, the gnomes, the halflings, even those monsters she and her kin fought- surely they had a reason why they were so evil, and even they could be redeemed perhaps.
A hopeless romantic and devout follower of Sharindlar, Amethyst was elated to hear that the great war between the humans would soon end through a marriage. Having never approved of the conflict, she could see no better poetic end and planned to attend the royal wedding herself. Now that it has been tampered with, she plans instead to set things right and see what became of the estranged couple. Love must prevail!
Tal'Rashid's Theme
Tal'Rashid's Sheet
Tal'Rashid's family of gnomes can track their lineage back to the great exodus of the first world. However, unlike most gnomes that live in Golarion, the Sipahi come from the Unseelie court.
Devious and cruel by nature, many of the Sipahi followed the path of evil, resembling the dark fey that they could claim as their kin. Others, however, though still having cruel tendencies, used their powers more for self-gratification, whimsy, and chaos for chaos sake than for evil purposes. Why else would their kin move from the first world if not to become more than their nature allowed them after all? No one ever said anything about being exiled, and it was clear that their exodus had been a voluntary one.
Tal'Rashid's parents however, were more of the former category. Criminals and vandals, they took to the adventuring life for fun and profit, and when the opportunity presented itself to flee back to the first world they took it. At long last turning back to their roots as evil fey.
Leaving Tal'Rashid as an orphan, he was taken in by his grandfather, Roxo Sipahi, who was more of the latter category of Sipahi gnomes. A retired investigator who leaved pleasantly in the village of Rockford with his Brownie mayordomo Smidgen.
Roxo took Tal'Rashid under his wing and made sure that the boy was properly educated, and that he would hopefully not follow on his parents' footsteps.
It remains to be seen where Tal'Rashid's path takes him. The gnomish boy has thus far displayed a knack with psychic power, and when he's not being tutored by his grandfather he is off playing the part of professional street hustler.
Tal is a very artistic gnome and enjoys street performing, singing and dancing and putting on acrobatic shows, not that he needs the panhandling, he simply does it because it amuses him. However, he also does it to practice his manipulation skills. There is no evidence to prove otherwise, but some rumors say that Tal's real power comes from hypnotism. For some reason, he always manages to convince people to see things his way. Even when caught in some criminal act like thievery, vandalism, or even a street fight, he always convinces guards to look the other way.
Thus far Tal'Rashid seems content simply continuing his studies and having his fun hustling. Only time will tell if he succumbs to his Unseelie fey nature, or if he will become something more.
NPCs
D'Monica- Half-Orc Bard- A gypsy dancer that Tal'Rashid often pairs up with. Her bardic performance and his hypnotic stare often earns them the big bucks from the mesmerized crowd. Unfortunately, their personalities clash a lot, and more often than not they are rivals. Not to mention that their style of dance are very different, with D'Monica belly dancing and Tal'Rashid preferring break dancing.
Roxo Sipahi- Gnome Investigator- Tal'Rashid's grandfather. Has a past as an adventurer but is happily living the retired life in Rockford. Acts a Tal'Rashid's tutor and legal guardian.
Smidgen- Brownie Valet Familiar- The mayordomo of the Sipahi family. Takes care of the menial tasks such as chores, shopping, cooking and dragging Tal'Rashid out from parties. Officially Roxo's familiar but that doesn't stop Tal from trying to order him around.
Tantalum
Character Name: Tantalum Kamali Merchant
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Wizard, +1 hitpoint.
Race: Purrsian
Class: Wizard, Sage /1
Age: Middle Aged
Size: Medium
Alignment: LE
Deity: Sun King
Speed: 40ft (30ft bipedal) 30ft Fly
Initiative: +3
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 5 (6-1 Age)
Dexterity: 16 (15+2-1 Age)
Constitution: 10 (11 -1 Age)
Intelligence: 18 (17 +1 Age)
Wisdom: 8 (9-2, +1 Age)
Charisma: 20 (17+2, +1 Age)
Hit Dice: 1d6
Total HP: 7
Current HP: 7/7
Base Attack Bonus (BAB): 0
Fortitude: +0
Reflex: +3
Will: +1
AC: 13 (10 +3 dex)
Touch: 13
Flat-foot: 10
Skills (skills with C/ are class skills) 2+4 per level
Acrobatics [dex]:
Appraise [int]:
Bluff [cha]:
Climb [str]:
C/Craft [int]: Sculptures, Carpentry, Clockwork, Armor, 1, +8
C/Diplomacy [cha]: 1, +11
Disable Device [dex]: N/A
Disguise [cha]:
Escape Artist [dex]:
Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
Intimidate [cha]:
C/Knowledge:
C/Knowledge:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]:
C/Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]:
C/Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +8
Stealth [dex]:
Survival [wis]:
Swim [str]:
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons
Feats & Abilities:
Feats: Craft Poppet, Scribe Scroll
Languages: Common, Sylvan, Gnomish, Dwarven, Auran
Traits:
Waste Not Want Not: Item crafting, both magical and not, is 5% cheaper.
Illuminator: +2 Diplomacy, Diplomacy is class skill.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Bite: -3, 1d3-3 (1).
Armor: None
Gear:
Character Name: Tantalum Kamali Merchant
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Wizard, +1 hitpoint.
Race: Purrsian
Class: Wizard, Sage /1
Age: Middle Aged
Size: Medium
Alignment: LE
Deity: Sun King
Speed: 40ft (30ft bipedal) 30ft Fly
Initiative: +3
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 5 (6-1 Age)
Dexterity: 16 (15+2-1 Age)
Constitution: 10 (11 -1 Age)
Intelligence: 18 (17 +1 Age)
Wisdom: 8 (9-2, +1 Age)
Charisma: 20 (17+2, +1 Age)
Hit Dice: 1d6
Total HP: 7
Current HP: 7/7
Base Attack Bonus (BAB): 0
Fortitude: +0
Reflex: +3
Will: +1
AC: 13 (10 +3 dex)
Touch: 13
Flat-foot: 10
Skills (skills with C/ are class skills) 2+4 per level
Acrobatics [dex]:
Appraise [int]:
Bluff [cha]:
Climb [str]:
C/Craft [int]: Sculptures, Carpentry, Clockwork, Armor, 1, +8
C/Diplomacy [cha]: 1, +11
Disable Device [dex]: N/A
Disguise [cha]:
Escape Artist [dex]:
Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
Intimidate [cha]:
C/Knowledge:
C/Knowledge:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]:
C/Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]:
C/Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +8
Stealth [dex]:
Survival [wis]:
Swim [str]:
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons
Feats & Abilities:
Feats: Craft Poppet, Scribe Scroll
Languages: Common, Sylvan, Gnomish, Dwarven, Auran
Traits:
Waste Not Want Not: Item crafting, both magical and not, is 5% cheaper.
Illuminator: +2 Diplomacy, Diplomacy is class skill.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Bite: -3, 1d3-3 (1).
Armor: None
Gear:
Pumdash
Character Name: Pumdash
Player Name: Miss
Current XP: 0
Current Level: 3
Favoured Class: Skald, +1 hitpoints.
Race: Goblin (Oversized)
Class: Skald/3 (Bacchanal)
Age: Adult
Size: Medium
Alignment: NE
Deity: Urga-Toa
Speed: 30ft
Initiative: +3
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 18 (16+2)
Dexterity: 14 (12+2)
Constitution: 12
Intelligence: 11
Wisdom: 7
Charisma: 11 (13-2)
Hit Dice: 3d8
Total HP: 24
Current HP: 29/29
Base Attack Bonus (BAB): +2
Fortitude: +4
Reflex: +4
Will: +1
AC: 17 (10 +4 armor +3 dex)
Touch: 13
Flat-foot: 14
Skills (skills with C/ are class skills) 4 per level
Acrobatics [dex]:
Appraise [int]:
Bluff [cha]:
C/Climb [str]:
C/Craft [int]:
C/Diplomacy [cha]:
Disable Device [dex]: N/A
Disguise [cha]:
Escape Artist [dex]:
C/Fly [dex]:
C/Handle Animal [cha]:
C/Heal [wis]:
C/Intimidate [cha]:
C/Knowledge Religion[int]:
C/Knowledge Engineering [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]:
C/Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]:
C/Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]:
Stealth [dex]:
C/Survival [wis]:
C/Swim [str]:
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Martial Weapons, Shields, Light/Medium armor.
Feats & Abilities:
Feats: Skald's Vigor, Toughness
Languages: Goblin.
Rage Powers:
Cult Totem, Lesser: Morale bonuses to attack, flanking bonuses to attack, are instead added to damage rolls.
Darkvision: 60 ft in total darkness, Low-light vision: Twice as far as humans in dim light.
Oversized Ears: +4 to Perception, replaces skilled.
Traits:
(Regional) Group Fighter: +1 to attack rolls when flanking.
(Social) Maestro of the Society: +3 rounds of bardic performance.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Earthbraker, +6 2d6+4, x3, Blunt
Hurlbat, +6, 1d6+4, 10ft, x3, Pierce and Slash
Armor: Hide armor
Gear:
Character Name: Pumdash
Player Name: Miss
Current XP: 0
Current Level: 3
Favoured Class: Skald, +1 hitpoints.
Race: Goblin (Oversized)
Class: Skald/3 (Bacchanal)
Age: Adult
Size: Medium
Alignment: NE
Deity: Urga-Toa
Speed: 30ft
Initiative: +3
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 18 (16+2)
Dexterity: 14 (12+2)
Constitution: 12
Intelligence: 11
Wisdom: 7
Charisma: 11 (13-2)
Hit Dice: 3d8
Total HP: 24
Current HP: 29/29
Base Attack Bonus (BAB): +2
Fortitude: +4
Reflex: +4
Will: +1
AC: 17 (10 +4 armor +3 dex)
Touch: 13
Flat-foot: 14
Skills (skills with C/ are class skills) 4 per level
Acrobatics [dex]:
Appraise [int]:
Bluff [cha]:
C/Climb [str]:
C/Craft [int]:
C/Diplomacy [cha]:
Disable Device [dex]: N/A
Disguise [cha]:
Escape Artist [dex]:
C/Fly [dex]:
C/Handle Animal [cha]:
C/Heal [wis]:
C/Intimidate [cha]:
C/Knowledge Religion[int]:
C/Knowledge Engineering [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]:
C/Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]:
C/Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]:
Stealth [dex]:
C/Survival [wis]:
C/Swim [str]:
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Martial Weapons, Shields, Light/Medium armor.
Feats & Abilities:
Feats: Skald's Vigor, Toughness
Languages: Goblin.
Rage Powers:
Cult Totem, Lesser: Morale bonuses to attack, flanking bonuses to attack, are instead added to damage rolls.
Darkvision: 60 ft in total darkness, Low-light vision: Twice as far as humans in dim light.
Oversized Ears: +4 to Perception, replaces skilled.
Traits:
(Regional) Group Fighter: +1 to attack rolls when flanking.
(Social) Maestro of the Society: +3 rounds of bardic performance.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Earthbraker, +6 2d6+4, x3, Blunt
Hurlbat, +6, 1d6+4, 10ft, x3, Pierce and Slash
Armor: Hide armor
Gear:
Ivaline
Character Name: Ivaline Moor
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Wizard
Race: Human
Class: Wizard (Spell Sage)
Age: Adult
Size: Medium
Alignment: TN
Deity:
Speed: 30ft
Initiative: +1
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 7 (10-3 Age)
Dexterity: 12 (15-3 Age)
Constitution: 10 (13-3 Age)
Intelligence: 24 (18+2 +2 Age+2 Nation)
Wisdom: 12 (10+2 Age)
Charisma: 10 (8+2 Age)
Hit Dice: 1d6
Total HP: 10
Current HP: 10/10 (+3 Tough, +1 Favored class)
Base Attack Bonus (BAB): +0
Fortitude: +0
Reflex: +1
Will: +3
AC: 12 (10 +1 Dex+1 Armor)
Touch: 11
Flat-foot: 11
Skills (skills with C/ are class skills) 10 per level
Acrobatics [dex]:
C/Appraise [int]:
Bluff [cha]:
Climb [str]:
C/Craft: Carpentry[int]: 1, + 11
--Sculpture 1
--Clockwork 1
--Armor 1
--Weapon 1
--Leather 1
Diplomacy [cha]:
Disable Device [dex]:
Disguise [cha]:
Escape Artist [dex] :
C/Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
Intimidate [cha]:
C/Knowledge Engineering[int]: 1, +11
--Arcana 1
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
C/Linguistics [int]:
Perception [wis]:
C/Perform Act: [cha]: +1
C/Profession [wis]: N/A
Ride [dex]:
Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +11
Stealth [dex]:
Survival [wis]:
Swim [str]:
Use Magic Device [int]: 1, +12
Proficiencies: Simple Weapons
Feats & Abilities:
Feats: Craft Poppet, Toughness, Craft Scroll (Wizard)
Languages: Common, Elven, Dwarven, Gnome, Sign Language, Ork, Draconic, Goblin
Traits:
Child of Infamy (Campaign). +1 Perform (Act), Perform is class skill. +300 starting gold.
Pragmatic Activator (Magic). Use Int instead of Charisma for UMD.
Patient Calm (Faith): May take 12 instead of 10 when crafting sculptures
Bauble Fascination (Race): +1 Use magic device, and UMD is a class skill.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Armor: Haramaki-5gp, +1 AC, -0 penalty.
Gear:
Tiny Poppet-170gp
2 scroll boxes: 10 gp, holds 10 scrolls each. Watersealed.
21 gp. Wizard's Kit: Backpack, bedroll, belt pout, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches 10, trail rations 5, waterskin.
Currency: 219
Character Name: Ivaline Moor
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Wizard
Race: Human
Class: Wizard (Spell Sage)
Age: Adult
Size: Medium
Alignment: TN
Deity:
Speed: 30ft
Initiative: +1
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 7 (10-3 Age)
Dexterity: 12 (15-3 Age)
Constitution: 10 (13-3 Age)
Intelligence: 24 (18+2 +2 Age+2 Nation)
Wisdom: 12 (10+2 Age)
Charisma: 10 (8+2 Age)
Hit Dice: 1d6
Total HP: 10
Current HP: 10/10 (+3 Tough, +1 Favored class)
Base Attack Bonus (BAB): +0
Fortitude: +0
Reflex: +1
Will: +3
AC: 12 (10 +1 Dex+1 Armor)
Touch: 11
Flat-foot: 11
Skills (skills with C/ are class skills) 10 per level
Acrobatics [dex]:
C/Appraise [int]:
Bluff [cha]:
Climb [str]:
C/Craft: Carpentry[int]: 1, + 11
--Sculpture 1
--Clockwork 1
--Armor 1
--Weapon 1
--Leather 1
Diplomacy [cha]:
Disable Device [dex]:
Disguise [cha]:
Escape Artist [dex] :
C/Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
Intimidate [cha]:
C/Knowledge Engineering[int]: 1, +11
--Arcana 1
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
C/Linguistics [int]:
Perception [wis]:
C/Perform Act: [cha]: +1
C/Profession [wis]: N/A
Ride [dex]:
Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +11
Stealth [dex]:
Survival [wis]:
Swim [str]:
Use Magic Device [int]: 1, +12
Proficiencies: Simple Weapons
Feats & Abilities:
Feats: Craft Poppet, Toughness, Craft Scroll (Wizard)
Languages: Common, Elven, Dwarven, Gnome, Sign Language, Ork, Draconic, Goblin
Traits:
Child of Infamy (Campaign). +1 Perform (Act), Perform is class skill. +300 starting gold.
Pragmatic Activator (Magic). Use Int instead of Charisma for UMD.
Patient Calm (Faith): May take 12 instead of 10 when crafting sculptures
Bauble Fascination (Race): +1 Use magic device, and UMD is a class skill.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Armor: Haramaki-5gp, +1 AC, -0 penalty.
Gear:
Tiny Poppet-170gp
2 scroll boxes: 10 gp, holds 10 scrolls each. Watersealed.
21 gp. Wizard's Kit: Backpack, bedroll, belt pout, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches 10, trail rations 5, waterskin.
Currency: 219
Eleanor
Character Name: Eleanor Brook
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Unchained Rogue, +1/6 rogue talent
Race: Human
Class: Unchained Rogue/1 Scout/Thug.
Age: Adult
Size: Medium
Alignment: CN
Deity: Herself
Speed: 30ft
Initiative: +4 (+3 +1 Trait)
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 8 -1
Dexterity: 17 (15+2)+3
Constitution: 14 +2
Intelligence: 13 +1
Wisdom: 13 +1
Charisma: 15 +2
Hit Dice: 1d8
Total HP: 10
Current HP: 10/10
Base Attack Bonus (BAB): +0
Fortitude: +2
Reflex: +5
Will: +1
AC: 17 (10 +4 armor +3 Dex)
Touch: 13
Flat-foot: 14
Skills (skills with C/ are class skills) 10 per level
C/Acrobatics [dex]: 1, +7
C/Appraise [int]:
C/Bluff [cha]:
C/Climb [str]:
C/Craft: Trap-Making [int]: 1, +5
C/Diplomacy [cha]: 1, +6
C/Disable Device [dex]: 1, +7
C/Disguise [cha]: 1,+6
C/Escape Artist [dex] : 1, +7
Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
C/Intimidate [cha]: 1, +7 (+8 vs. bandits/never do wells)
Knowledge[int]:
Knowledge [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
C/Linguistics [int]:
C/Perception [wis]: 1, +5
C/Perform [cha]: N/A
C/Profession [wis]: N/A
Ride [dex]:
C/Sense Motive [wis]: +1, +5
C/Sleight of Hand [dex]:
Spellcraft [int]:
C/Stealth [dex]: 1, +7
Survival [wis]:
C/Swim [str]:
C/Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Light armor, Saps, Rapiers, Hand Crossbows and the like
Feats & Abilities:
Feats: Weapon Finesse (Bonus), Enforcer, Sap Adept
Languages: Common, Catfolk
Frightening (Ex)
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
Traits:
(Faith) Unnatural Presence: Can use Intimidate on Animals/Vermin. Intimidate is class skill.
(Campaign) Brigand: +1 to Bluff, Diplomacy, and Intimidate when dealing with bandits and other never do wells.
(Combat) Bloody Minded: +1 to Intimidate, +1 Initiative
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Sap: (+3, 1d6, Blunt/Nonlethal, x2, 20)
Shortbow: (+3, 1d6, Piercing, x3, 20, 60ft)
Armor: Chain Shirt 100gp, +4, (4 Dex, -2 Penalty)
Gear:
Rogue Kit:
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Lantern, Bullseye: 12 gp.
10 oil: 1gp
Masterwork Manacles: 50 gp
Arrows: 1 gp
Shovel, 2 gp
Tent, 10 gp.
Whistle: 8 sp
Masterwork Backpack-50 gp
Compass: 10gp
Currency: 22.2 gp.
Character Name: Eleanor Brook
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Unchained Rogue, +1/6 rogue talent
Race: Human
Class: Unchained Rogue/1 Scout/Thug.
Age: Adult
Size: Medium
Alignment: CN
Deity: Herself
Speed: 30ft
Initiative: +4 (+3 +1 Trait)
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 8 -1
Dexterity: 17 (15+2)+3
Constitution: 14 +2
Intelligence: 13 +1
Wisdom: 13 +1
Charisma: 15 +2
Hit Dice: 1d8
Total HP: 10
Current HP: 10/10
Base Attack Bonus (BAB): +0
Fortitude: +2
Reflex: +5
Will: +1
AC: 17 (10 +4 armor +3 Dex)
Touch: 13
Flat-foot: 14
Skills (skills with C/ are class skills) 10 per level
C/Acrobatics [dex]: 1, +7
C/Appraise [int]:
C/Bluff [cha]:
C/Climb [str]:
C/Craft: Trap-Making [int]: 1, +5
C/Diplomacy [cha]: 1, +6
C/Disable Device [dex]: 1, +7
C/Disguise [cha]: 1,+6
C/Escape Artist [dex] : 1, +7
Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
C/Intimidate [cha]: 1, +7 (+8 vs. bandits/never do wells)
Knowledge[int]:
Knowledge [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
C/Linguistics [int]:
C/Perception [wis]: 1, +5
C/Perform [cha]: N/A
C/Profession [wis]: N/A
Ride [dex]:
C/Sense Motive [wis]: +1, +5
C/Sleight of Hand [dex]:
Spellcraft [int]:
C/Stealth [dex]: 1, +7
Survival [wis]:
C/Swim [str]:
C/Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Light armor, Saps, Rapiers, Hand Crossbows and the like
Feats & Abilities:
Feats: Weapon Finesse (Bonus), Enforcer, Sap Adept
Languages: Common, Catfolk
Frightening (Ex)
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
Traits:
(Faith) Unnatural Presence: Can use Intimidate on Animals/Vermin. Intimidate is class skill.
(Campaign) Brigand: +1 to Bluff, Diplomacy, and Intimidate when dealing with bandits and other never do wells.
(Combat) Bloody Minded: +1 to Intimidate, +1 Initiative
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Sap: (+3, 1d6, Blunt/Nonlethal, x2, 20)
Shortbow: (+3, 1d6, Piercing, x3, 20, 60ft)
Armor: Chain Shirt 100gp, +4, (4 Dex, -2 Penalty)
Gear:
Rogue Kit:
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Lantern, Bullseye: 12 gp.
10 oil: 1gp
Masterwork Manacles: 50 gp
Arrows: 1 gp
Shovel, 2 gp
Tent, 10 gp.
Whistle: 8 sp
Masterwork Backpack-50 gp
Compass: 10gp
Currency: 22.2 gp.
Kusa
Character Name: Kusa (Coo-Sa)
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Warpriest, +1 HP
Race: Strix
Class: Warpriest/1
Age: Adult
Size: Medium
Alignment: CG
Deity: Skode
Speed: 30ft, 60ft fly
Initiative: +4
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 15
Dexterity: 18 (16+2)
Constitution: 14
Intelligence: 10
Wisdom: 14
Charisma: 6 (8-2)
Hit Dice: 1d10
Total HP: 13
Current HP: 13/13
Base Attack Bonus (BAB): +0
Fortitude: +4
Reflex: +4
Will: +4
AC: 18 (10 +4 armor +4 Dex)
Touch: 14
Flat-foot: 14
Skills (skills with C/ are class skills) 2 per level
Acrobatics [dex]: +4 (+5 while flying)
Appraise [int]: +0
Bluff [cha]: -2
C/Climb [str]: +2
C/Craft [int]:
C/Diplomacy [cha]: -2
Disable Device [dex]: N/A
Disguise [cha]: -2
Escape Artist [dex]: +4
C/Fly [dex]: +5
C/Handle Animal [cha]: -2
C/Heal [wis]: +2
C/Intimidate [cha]: -2
C/Knowledge Religion[int]:
C/Knowledge Engineering [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]: 1, +1
C/Perception [wis]:1, +8
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]: +4
C/Sense Motive [wis]: +2
Sleight of Hand [dex]: +4
C/Spellcraft [int]:
Stealth [dex]: +4
C/Survival [wis]: +2
C/Swim [str]: +2
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Martial Weapons, Shields, Light, Medium, and Heavy armor.
Feats & Abilities:
Feats: Weapon Focus (Longbow), Point Blank Shot
Languages: Common, Strix
Point Blank Shot: +1 to attack/damage while target within 30ft.
Weapon Focus (Longbow): +1 to attack with Longbow.
Dayguard: +2 Perception, Perception is a class skill.
Hatred: +1 to attack humans.
Suspicious: +2 saves vs. illusion magic
Darkvision: 60 ft in total darkness, Low-light vision: Twice as far as humans in dim light.
Blessings:
Sun
Blinding Strike (minor): At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it’s instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.
Good
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Traits:
(Religion)Dead-Eye Bowman- When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
(Race)Trailblazer: +1 survival, +1 Fort saves vs disease
(Campaign)On the Payroll: 150+ starting wealth
(Combat)Natural Flyer: +1 to Fly and Acrobatics while flying, Fly is class skill
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Comp. Longbow +2: +5, 1d8+6, Piercing, x3, 20) +1 to attack/damage if target within 30ft
15 gp Gladius: +2, 1d6+2, Slashing/Piercing, x2, 19-20)
Armor: Chain Shirt 100gp, +4, (4 Dex, -2 Penalty)
Gear:
Warpriest Kit, 16 gp
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Arrows: 1 gp
Currency: 18gp
Character Name: Kusa (Coo-Sa)
Player Name: Miss
Current XP: 0
Current Level: 1
Favoured Class: Warpriest, +1 HP
Race: Strix
Class: Warpriest/1
Age: Adult
Size: Medium
Alignment: CG
Deity: Skode
Speed: 30ft, 60ft fly
Initiative: +4
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 15
Dexterity: 18 (16+2)
Constitution: 14
Intelligence: 10
Wisdom: 14
Charisma: 6 (8-2)
Hit Dice: 1d10
Total HP: 13
Current HP: 13/13
Base Attack Bonus (BAB): +0
Fortitude: +4
Reflex: +4
Will: +4
AC: 18 (10 +4 armor +4 Dex)
Touch: 14
Flat-foot: 14
Skills (skills with C/ are class skills) 2 per level
Acrobatics [dex]: +4 (+5 while flying)
Appraise [int]: +0
Bluff [cha]: -2
C/Climb [str]: +2
C/Craft [int]:
C/Diplomacy [cha]: -2
Disable Device [dex]: N/A
Disguise [cha]: -2
Escape Artist [dex]: +4
C/Fly [dex]: +5
C/Handle Animal [cha]: -2
C/Heal [wis]: +2
C/Intimidate [cha]: -2
C/Knowledge Religion[int]:
C/Knowledge Engineering [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]: 1, +1
C/Perception [wis]:1, +8
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]: +4
C/Sense Motive [wis]: +2
Sleight of Hand [dex]: +4
C/Spellcraft [int]:
Stealth [dex]: +4
C/Survival [wis]: +2
C/Swim [str]: +2
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Martial Weapons, Shields, Light, Medium, and Heavy armor.
Feats & Abilities:
Feats: Weapon Focus (Longbow), Point Blank Shot
Languages: Common, Strix
Point Blank Shot: +1 to attack/damage while target within 30ft.
Weapon Focus (Longbow): +1 to attack with Longbow.
Dayguard: +2 Perception, Perception is a class skill.
Hatred: +1 to attack humans.
Suspicious: +2 saves vs. illusion magic
Darkvision: 60 ft in total darkness, Low-light vision: Twice as far as humans in dim light.
Blessings:
Sun
Blinding Strike (minor): At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it’s instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.
Good
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Traits:
(Religion)Dead-Eye Bowman- When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
(Race)Trailblazer: +1 survival, +1 Fort saves vs disease
(Campaign)On the Payroll: 150+ starting wealth
(Combat)Natural Flyer: +1 to Fly and Acrobatics while flying, Fly is class skill
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Comp. Longbow +2: +5, 1d8+6, Piercing, x3, 20) +1 to attack/damage if target within 30ft
15 gp Gladius: +2, 1d6+2, Slashing/Piercing, x2, 19-20)
Armor: Chain Shirt 100gp, +4, (4 Dex, -2 Penalty)
Gear:
Warpriest Kit, 16 gp
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Arrows: 1 gp
Currency: 18gp
Nanalethalee
Character Name: Nanalethalee Aleanraheal
Player Name: Miss
Current XP: 0
Current Level: 3
Favoured Class: Wizard
Race: Elf
Class: Wizard (Admixture Evocationist)
Age: Adult
Size: Medium
Alignment: LE
Deity: Earthmother
Homeland: Chrysalis
Speed: 30ft
Initiative: +8
Hero Points (leave blank unless directed by GM):
Resistances: None
Strength: 10
Dexterity: 18 (16+2)
Constitution: 12 (14-2)
Intelligence: 19 (17+2)
Wisdom: 12
Charisma: 15
Hit Dice: 3d6
Total HP: 25 (10+10+2 Con+3 favored bonus)
Current HP: 25/25
Base Attack Bonus (BAB): +1
Fortitude: +2
Reflex: +5
Will: +4
AC: 15 (10 +4 Dex + 1 Insight)
Touch: 15
Flat-foot: 11
Skills (skills with C/ are class skills) 2+Int per level (6)
Acrobatics [dex]: +4
BC/Appraise [int]: 1, +8
Bluff [cha]: +1
Climb [str]: +0
C/Craft [int]:
C/Diplomacy [cha]: 3, +11 (+9 when pride is challenged)
Disable Device [dex]: N/A
Disguise [cha]: +1
Escape Artist [dex]: +0
Fly [dex]: +0
Handle Animal [cha]: +1
Heal [wis]: +2
Intimidate [cha]: +2
C/Knowledge (Arcana) [int]: 2, +9
C/Knowledge (Nature) [int]: 2, +9
C/Knowledge (Planes) [int]: 2, +9
BC/Knowledge (Nobility) [int]: 2, +9
Knowledge () [int]:
Knowledge () [int]:
BC/Linguistics [int]: 3, +10 (+12 when creating forgeries)
Perception [wis]: 3, +7 (+9 when Familiar is nearby)
Perform [cha]: N/A
C/Profession [wis]: N/A
Ride [dex]: +0
C/Sense Motive [wis]: 3, +8 (+6 with pride) (+10/+8 with familiar/pride)
Sleight of Hand [dex]: +4
C/Spellcraft [int]: 3, +10
Stealth [dex]: +3
Survival [wis]: +2
Swim [str]: +0
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons
Feats & Abilities:
Craft Scroll: Craft scrolls!
Mind Over Body (Regional): You may use you Int bonus instead of your Con bonus when determining hit points at 1st level. If you cast arcane spells you also gain a +1 insight bonus to your AC.
Spell Focus (Evocation): +1 Save DC with Evocation spells.
Spell Specialization: Currently Flaming Hands. Treat caster level as +2 for chosen spell. Each level in a spell level caster class, can shift Spell Specialization to new spell.
Intensify Spell Metamagic: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Spell Level Increases by +1.
Versatile Evocation: 3+ Int times a day, change a spell that inflicts acid, fire, cold, or electricity to deal one of the other elements instead.
Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). Bonus only applies once, not affected by feats/other bonuses. At 20th level, roll twice to penetrate Spell Resistance and take the higher.
Bonded Familiar: Gain a Familiar companion (Scorpion, +4 initiative)
Arcane Focus: Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low Light Vision: See twice as far as humans in low-light.
Elven Immunities: Immune to magical sleep, +2 vs. enchantments.
Elven Magic: +2 to penetrate spell resistance.
Keen Senses: +2 to perception.
Languages: Common, Elven, Gnoll, Draconic, Celestial, Sylvan, Dwarven, Infernal, Orc
Traits:
Magical Lineage (Fireball): When you pick this trait, select one spell. Metamagic feats count as one level lower when used with this spell.
Clever Wordplay (Diplomacy): Choose one Charisma skill. You use your Intelligence modifier instead.
Extremely Fashionable: +1 to Diplomacy, Bluff, and Intimidate when wearing an outfit/jewelry worth 150gp or more and not covered in mud, blood, and gore. Diplomacy is a class skill.
Wary: +1 Perception and Sense Motive. Sense Motive is a class skill.
Pride (Drawback) You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Vainglory (Drawback) You compulsively seek recognition for your deeds, making it hard to act with subtlety. You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
Flaw: Claustrophobia: You are shaken in any space where 2 sides or more are only 10 ft. apart or the ceiling is 10 ft. high.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
None!
Armor: None!
Other Equipment & Magic Items (mark items that are worn with *):
Wand of Infernal Healing (750)
Pearl of Power 1 (1000)
Spell Book
Noble's Outfit (200)
Wizard's Kit (21 gp)
--a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
5 Scroll Boxes (25)
Forger's Kit, (200)
Scrolls:
4 scrolls of Mage armor (100)
4 scrolls of Enlarge Person (100)
4 scrolls of Endure Elements (100)
4 scrolls of Floating Disc (100)
4 scrolls of Comprehend Languages (100)
2 scrolls of See Invisibility (300)
Currency: 4 gold, 0 silver, 0 copper
(only use the following section if appropriate for your character):
Evocation School, Admixture Specialist. Opposed Schools: Necromancy, Illusion.
Spells Per Day:
Level 1: 2 + 1 school slot + 1 bonus = 3, with 1 school slot.
Level 2: 1 +1 school slot + 1 bonus = 2, with 1 school slot.
Spells Known: All Cantrips except opposed schools
9 1st level spells.
2 3rd level spells.
Spells Known, All Cantrips Except: Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue.
1st Level: Flaming Hands, Infernal Healing, Mage Armor, Mount, Enlarge Person, Comprehend Languages, Grease, Endure Elements, Floating Disc
2nd Level: See Invisibility, Summon Monster 2
Spells Prepared:
Cantrips: Mage Hand, Message, Detect Magic, Arcane Mark
1st Level: Flaming Hands x2 , Mage Armor x1, Mount x1
2nd Level: Summon Monster 2 x1, Intensified Flaming Hands x1
Cantrips/Orisons:
(DC: ) 1st Level: 15 (+1 DC for Evocation)
(DC: ) 2nd Level: 16 (+1 DC for Evocation)
(DC: ) 3rd Level:
(DC: ) 4th Level:
(DC: ) 5th Level:
(DC: ) 6th Level:
(DC: ) 7th Level:
(DC: ) 8th Level:
(DC: ) 9th Level:
(DC: ) 10th Level: ??!
Character Name: Nanalethalee Aleanraheal
Player Name: Miss
Current XP: 0
Current Level: 3
Favoured Class: Wizard
Race: Elf
Class: Wizard (Admixture Evocationist)
Age: Adult
Size: Medium
Alignment: LE
Deity: Earthmother
Homeland: Chrysalis
Speed: 30ft
Initiative: +8
Hero Points (leave blank unless directed by GM):
Resistances: None
Strength: 10
Dexterity: 18 (16+2)
Constitution: 12 (14-2)
Intelligence: 19 (17+2)
Wisdom: 12
Charisma: 15
Hit Dice: 3d6
Total HP: 25 (10+10+2 Con+3 favored bonus)
Current HP: 25/25
Base Attack Bonus (BAB): +1
Fortitude: +2
Reflex: +5
Will: +4
AC: 15 (10 +4 Dex + 1 Insight)
Touch: 15
Flat-foot: 11
Skills (skills with C/ are class skills) 2+Int per level (6)
Acrobatics [dex]: +4
BC/Appraise [int]: 1, +8
Bluff [cha]: +1
Climb [str]: +0
C/Craft [int]:
C/Diplomacy [cha]: 3, +11 (+9 when pride is challenged)
Disable Device [dex]: N/A
Disguise [cha]: +1
Escape Artist [dex]: +0
Fly [dex]: +0
Handle Animal [cha]: +1
Heal [wis]: +2
Intimidate [cha]: +2
C/Knowledge (Arcana) [int]: 2, +9
C/Knowledge (Nature) [int]: 2, +9
C/Knowledge (Planes) [int]: 2, +9
BC/Knowledge (Nobility) [int]: 2, +9
Knowledge () [int]:
Knowledge () [int]:
BC/Linguistics [int]: 3, +10 (+12 when creating forgeries)
Perception [wis]: 3, +7 (+9 when Familiar is nearby)
Perform [cha]: N/A
C/Profession [wis]: N/A
Ride [dex]: +0
C/Sense Motive [wis]: 3, +8 (+6 with pride) (+10/+8 with familiar/pride)
Sleight of Hand [dex]: +4
C/Spellcraft [int]: 3, +10
Stealth [dex]: +3
Survival [wis]: +2
Swim [str]: +0
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons
Feats & Abilities:
Craft Scroll: Craft scrolls!
Mind Over Body (Regional): You may use you Int bonus instead of your Con bonus when determining hit points at 1st level. If you cast arcane spells you also gain a +1 insight bonus to your AC.
Spell Focus (Evocation): +1 Save DC with Evocation spells.
Spell Specialization: Currently Flaming Hands. Treat caster level as +2 for chosen spell. Each level in a spell level caster class, can shift Spell Specialization to new spell.
Intensify Spell Metamagic: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Spell Level Increases by +1.
Versatile Evocation: 3+ Int times a day, change a spell that inflicts acid, fire, cold, or electricity to deal one of the other elements instead.
Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). Bonus only applies once, not affected by feats/other bonuses. At 20th level, roll twice to penetrate Spell Resistance and take the higher.
Bonded Familiar: Gain a Familiar companion (Scorpion, +4 initiative)
Arcane Focus: Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low Light Vision: See twice as far as humans in low-light.
Elven Immunities: Immune to magical sleep, +2 vs. enchantments.
Elven Magic: +2 to penetrate spell resistance.
Keen Senses: +2 to perception.
Languages: Common, Elven, Gnoll, Draconic, Celestial, Sylvan, Dwarven, Infernal, Orc
Traits:
Magical Lineage (Fireball): When you pick this trait, select one spell. Metamagic feats count as one level lower when used with this spell.
Clever Wordplay (Diplomacy): Choose one Charisma skill. You use your Intelligence modifier instead.
Extremely Fashionable: +1 to Diplomacy, Bluff, and Intimidate when wearing an outfit/jewelry worth 150gp or more and not covered in mud, blood, and gore. Diplomacy is a class skill.
Wary: +1 Perception and Sense Motive. Sense Motive is a class skill.
Pride (Drawback) You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Vainglory (Drawback) You compulsively seek recognition for your deeds, making it hard to act with subtlety. You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
Flaw: Claustrophobia: You are shaken in any space where 2 sides or more are only 10 ft. apart or the ceiling is 10 ft. high.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
None!
Armor: None!
Other Equipment & Magic Items (mark items that are worn with *):
Wand of Infernal Healing (750)
Pearl of Power 1 (1000)
Spell Book
Noble's Outfit (200)
Wizard's Kit (21 gp)
--a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
5 Scroll Boxes (25)
Forger's Kit, (200)
Scrolls:
4 scrolls of Mage armor (100)
4 scrolls of Enlarge Person (100)
4 scrolls of Endure Elements (100)
4 scrolls of Floating Disc (100)
4 scrolls of Comprehend Languages (100)
2 scrolls of See Invisibility (300)
Currency: 4 gold, 0 silver, 0 copper
(only use the following section if appropriate for your character):
Evocation School, Admixture Specialist. Opposed Schools: Necromancy, Illusion.
Spells Per Day:
Level 1: 2 + 1 school slot + 1 bonus = 3, with 1 school slot.
Level 2: 1 +1 school slot + 1 bonus = 2, with 1 school slot.
Spells Known: All Cantrips except opposed schools
9 1st level spells.
2 3rd level spells.
Spells Known, All Cantrips Except: Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue.
1st Level: Flaming Hands, Infernal Healing, Mage Armor, Mount, Enlarge Person, Comprehend Languages, Grease, Endure Elements, Floating Disc
2nd Level: See Invisibility, Summon Monster 2
Spells Prepared:
Cantrips: Mage Hand, Message, Detect Magic, Arcane Mark
1st Level: Flaming Hands x2 , Mage Armor x1, Mount x1
2nd Level: Summon Monster 2 x1, Intensified Flaming Hands x1
Cantrips/Orisons:
(DC: ) 1st Level: 15 (+1 DC for Evocation)
(DC: ) 2nd Level: 16 (+1 DC for Evocation)
(DC: ) 3rd Level:
(DC: ) 4th Level:
(DC: ) 5th Level:
(DC: ) 6th Level:
(DC: ) 7th Level:
(DC: ) 8th Level:
(DC: ) 9th Level:
(DC: ) 10th Level: ??!
Monty's Myth Weavers character sheet
Montadger Xavier Harris is the marketing name for a model of life-like toy that was developed by NorthPole International, Inc., in response to popular wishlist demand through the year for a larger-format, durable swashbuckling action figure. Kris Kringle's stable of crack elf developers gathered all of the children's letters asking for such a toy and spec'ed out what would eventually become the Montadger figure. The final model was met with some trepidation: The only way that the elves could get the self-repairing feature to work was to make it out of wood. More than one focus group expressed concern over Santa delivering such a toy through fireplaces, yet they could not ignore the demand.
So, one Christmas Eve, the sleigh was loaded with the deceptively-small-looking toy sack and Santa delivered Montadgers all over the world, despite the misgivings.
NorthPole should've gone with their initial take, in that they should've axed the line before it saw the light of day. Multiple reports of burns and splinters triggered mass requests for returns, finally ending in a complete recall. All units were scheduled for deactivation, de-magicking, and destruction. And so it was that NorthPole swept the entire fiasco under the rug, all evidence of it gone.
All, save for one unit - Monty.
Monty had been one of the last Montadger units returned to the workshop for culling, and he heard everything as the disassembly line worked its horrific sequence. Despite being secured to the conveyor belt with the toughest candy canes, Monty managed to trick an overworked elf into loosening one of the restraints, freeing himself and scampering towards the exit, screaming, "You fucking fuckers! You've got not fucking soul, none of you fuckers! Fuck you!"
And with that, he grabbed a SuperStab Rapier and Big Tootin' Gun from surplus stock (accessories sold separately, naturally) and disappeared into the cold Northern night.
Monty was in a permanently foul mood. Who the hell did those elves think they were, just disposing of a toy that didn't make the cut? Why did they even bother to release the line if it wasn't up to snuff? Monty was angry and vowed revenge on Santa. He wasn't sure how or when, but he'd get his.
Suddenly, Monty stopped in his very short tracks. Sure, it was NorthPole that was the instigator, but they could've had a shot if it weren't for those damned kids. They didn't want the Montadgers. They were the ones that were the heartless bastards in the end.
Hell, both parties were guilty. Both parties were naughty.
And it was in that moment that Monty knew who would be his ally on his quest for vengeance, for real justice.
It was a long, arduous trek, fraught with peril at every turn, especially for a being made of animated wood. But, after countless days, he found himself standing before the very being he sought; half-goat, half-demon. Punisher of naughty children.
"Krampus," Monty said boldly, "I've come to bargain."
Montadger Xavier Harris is the marketing name for a model of life-like toy that was developed by NorthPole International, Inc., in response to popular wishlist demand through the year for a larger-format, durable swashbuckling action figure. Kris Kringle's stable of crack elf developers gathered all of the children's letters asking for such a toy and spec'ed out what would eventually become the Montadger figure. The final model was met with some trepidation: The only way that the elves could get the self-repairing feature to work was to make it out of wood. More than one focus group expressed concern over Santa delivering such a toy through fireplaces, yet they could not ignore the demand.
So, one Christmas Eve, the sleigh was loaded with the deceptively-small-looking toy sack and Santa delivered Montadgers all over the world, despite the misgivings.
NorthPole should've gone with their initial take, in that they should've axed the line before it saw the light of day. Multiple reports of burns and splinters triggered mass requests for returns, finally ending in a complete recall. All units were scheduled for deactivation, de-magicking, and destruction. And so it was that NorthPole swept the entire fiasco under the rug, all evidence of it gone.
All, save for one unit - Monty.
Monty had been one of the last Montadger units returned to the workshop for culling, and he heard everything as the disassembly line worked its horrific sequence. Despite being secured to the conveyor belt with the toughest candy canes, Monty managed to trick an overworked elf into loosening one of the restraints, freeing himself and scampering towards the exit, screaming, "You fucking fuckers! You've got not fucking soul, none of you fuckers! Fuck you!"
And with that, he grabbed a SuperStab Rapier and Big Tootin' Gun from surplus stock (accessories sold separately, naturally) and disappeared into the cold Northern night.
Monty was in a permanently foul mood. Who the hell did those elves think they were, just disposing of a toy that didn't make the cut? Why did they even bother to release the line if it wasn't up to snuff? Monty was angry and vowed revenge on Santa. He wasn't sure how or when, but he'd get his.
Suddenly, Monty stopped in his very short tracks. Sure, it was NorthPole that was the instigator, but they could've had a shot if it weren't for those damned kids. They didn't want the Montadgers. They were the ones that were the heartless bastards in the end.
Hell, both parties were guilty. Both parties were naughty.
And it was in that moment that Monty knew who would be his ally on his quest for vengeance, for real justice.
It was a long, arduous trek, fraught with peril at every turn, especially for a being made of animated wood. But, after countless days, he found himself standing before the very being he sought; half-goat, half-demon. Punisher of naughty children.
"Krampus," Monty said boldly, "I've come to bargain."
Solien is a kayal - a fetchling, as a derogatory term - from the Plane of Shadows. His parents, indentured servants to an umber dragon, tired of the endless drudgery of their existence and fled to the Material Plane with others of their kind, settling in the countryside, far from most civilizations with other kayal.
Solien was born shortly before they arrived in the material world, and was their motivating factor for the dangerous act of leaving the dragon's service and fleeing the Shadows.
Many years passed, and Solien grew to learn the arts of the magus - a blending of magic and martial prowess - with an odd bent: Where most who pursue the way of the magic draw their power from arcane knowledge, part of Solien's gifts manifest from his psyche, probably from when his parents crossed the threshold from Shadow to material.
Adept and comfortable with the solitary science of spellcraft, learned by countless hours of study and memorization, his unique gifts manifest themselves in close combat: He is able to produce, out of nothing but force of will, gossamer filaments that take the form of melee weaponry. When combined with his arcane magic, he can be a force to be reckoned with on the battlefield.
His motivations, however, are bent toward the search for and vengeance against his parents' killers. Solien suspects that the umber dragon's minions discovered their whereabouts and assassinated the lot of them, save for Solien, for their betrayal. The magus would also be dead, had he not stormed off from the kayal encampment after a bitter argument with his father, returning to find everyone dead.
Traumatized, he fled the scene, roaming the countryside with the intent of righting wrongs in the name of justice... But over time, he began to see that injustice takes many forms, and what some would call victim, he saw as perpetrator.
Only time would tell if he would follow the path towards goodness and purity... Or to darkness.
Solien was born shortly before they arrived in the material world, and was their motivating factor for the dangerous act of leaving the dragon's service and fleeing the Shadows.
Many years passed, and Solien grew to learn the arts of the magus - a blending of magic and martial prowess - with an odd bent: Where most who pursue the way of the magic draw their power from arcane knowledge, part of Solien's gifts manifest from his psyche, probably from when his parents crossed the threshold from Shadow to material.
Adept and comfortable with the solitary science of spellcraft, learned by countless hours of study and memorization, his unique gifts manifest themselves in close combat: He is able to produce, out of nothing but force of will, gossamer filaments that take the form of melee weaponry. When combined with his arcane magic, he can be a force to be reckoned with on the battlefield.
His motivations, however, are bent toward the search for and vengeance against his parents' killers. Solien suspects that the umber dragon's minions discovered their whereabouts and assassinated the lot of them, save for Solien, for their betrayal. The magus would also be dead, had he not stormed off from the kayal encampment after a bitter argument with his father, returning to find everyone dead.
Traumatized, he fled the scene, roaming the countryside with the intent of righting wrongs in the name of justice... But over time, he began to see that injustice takes many forms, and what some would call victim, he saw as perpetrator.
Only time would tell if he would follow the path towards goodness and purity... Or to darkness.
Floogoturk, 'Turk' to her friends (of whom, she has none alive), is a female goblin that has attached herself to the Licktoad tribe for lack of better options. Very much insane from directly inhaling too many alchemical ingredients, Floogoturk delights in creating magic fire in as many forms as she can, though occasionally dips into poison and acid just for shits and giggles.
Turk's sheet is now complete, as far as I'm concerned.
Turk's sheet is now complete, as far as I'm concerned.
Storage of Katcantdance's characters for later use:
Character Sheet for Auomame Kowana (Kingmaker)
https://www.myth-weavers.com/sheet.html#id=1924507. -- Katra
18 years ago, Drakor and Atheria were expecting their very first cub. The two had been in love since they themselves were kittens and had spent all their nine lives together. Today was the big day, Atheria was rushed to a doctor in the throws of labor. Drakor, a stoic black-furred man with piercing blue eyes was by his wife's side through everything. He stroked her white, long locks as she sweat and screamed through childbirth. Finally the time came to hold his first kitten. A baby girl! As the doctor handed him the newborn with a smile, a darkness fell over the room. The baby's fur was brown, not black.
Atheria had taken a paramour. The love of his life had betrayed him and here he was holding the offspring of this disgusting affair. Did she think he wouldn't find out? Love the child as his own? Be cuckolded and never say a word to stand up for himself? No. No, this was the ultimate betrayal and Drakor could feel the rage billowing inside him, he could barely contain it. Dropping the cub from his grip, he pulled a dagger and in a fury plunged the blade into the doctor's stomach. As Atheria screamed from her birthing bed, Drakor turned to her next, erupting with angry words and hatred towards this betrayal. He murdered her in cold blood, the cheating bitch.
Grabbing the newborn cub, he ran out of the town and into a deep forrest. He was disgusted by even the look of this dirty, brown, squirming creature. It cried and wailed as all newborns did, but to Drakor it was nothing but the wailing of a siren of failure to satisfy his greedy wife. When he got so far into the forrest that the trees blocked out even the sun, he tossed the kitten into a clearing, leaving it to die by the teeth of scavengers. He wiped his hands of this crime.
...
All Katra knew was the academy. It had been her whole life, ever since she was a cub. Her elders told her that she had been brought to the orphanage by a group of druids who had discovered her in the middle of the woods during one of their ceremonies. She had always wanted to know more about her past, but there wasn't a sole who knew more than the date she'd been found.
But today was her birthday and she was finally old enough to advance from training to field work. This was it! If any knight wanted a squire, she was going to be it. She had worked hard, prepared for this, and wanted it more than anything. Katra was to be a knight. Her whole life had led up to this moment. She was ready to apprentice with any knight who would have a young, nimble Catfolk at their side.
Maybe, she thought, I could travel far and wide to find someone, anyone, who knows my parents. I need to know where I came from. I need to know myself.
Character sheet -- Monongahela
As a child, Monongahela lived with her tribe in a small arctic community in Maztica. At the age of 10 her village was raided by slavers in search of native labor for the fishing boats of Amn. Killing tribe elders, including her parents, the men took the tribe's children captive. After a long boat journey, the young girls were placed into the service of rich households as slaves to the misses of the slavers. She was treated awfully; being beaten nightly, traded from house to house, and eating nothing but scraps from the rich people's meals (which she cooked daily). When she was old enough, she began working on the fishing boats hunting large prey with harpoons and artillery she could barely lift. Being whipped until she caught her first seal, Monongahela grew into a star fishermen in the community, though her slave status kept her from receiving praise for her work and her beatings continued nonetheless. Her entire life was mistreatment, imprisonment, and torture. By the age of 25 she had more scars on her back, chest, and face than the boxing men in the pubs. She'd had enough. She was going to flee.
Several other Maztican men had been killed earlier that year from a mass exodus gone array. She was going alone, an even more dangerous undertaking. Apart from being a slave, being a woman made traveling matters even worse. Her prospects were grim, but she could not bear another day. In the dead of night, she packed a small bag, prayed to her ancestors for guidance, and silently left her hut. Leaving Athkatla in the middle of the night unnoticed was more difficult than she had expected, with taverns full of jolly drunks, and women of the night selling their wares on corners, but Mono managed. She followed the river east as far as she could, only feeling slightly more comfortable when the sounds and lights of the city were in the distance. By the morning she had made it to Crimmor.
"Where did you come from?" Someone questions as she passed through the streets. Instead of answering, she kept her head down and walked a little faster.
"Hey you!" He said, following her and chortling. "You're not from around here, are you brownie?"
She hadn't thought of her skin color giving her away in a sea of peachy white. Most inhabitants of the docks of Athkatla shared her darker complexion.
The man grabbed her arm, but she pulled away and ran as fast as she could. The stranger yelled and ran after her, causing quite a commotion in the streets. Mono's strong legs carried her swiftly through the square, and like a trapped animal she looked for somewhere, anywhere to hide. An open door was just enough for her to run through just before the man could catch up, and she was out of sight.
Breathing heavily, Mono checked the room she had just walked into. An old woman sat on a stool, hot tea billowing up to her white eyes. She spoke with a raspy voice, "sounds like you made quite a stir, young one."
Mono felt uneasy by the woman's intuition. Blind or not, there was no way of knowing the escaped slave's age just by the sound of her breathing. Before she could think much more, the old woman stood from her spot and motioned for Mono to follow her deeper into the house. Cautiously, Monongahela followed. The next room was filled with candles, scrolls, and shelves. What Mono noticed most, though, was the inkwell on a table in the center. It had a short needle connected to a long wooden staff inserted into the well. The elder asked Mono to sit at the table.
"I know just what you need to get away from here and start a new life, child." She dipped the needle in the inkwell, and slowly moved it toward a terrified Monongahela. After inquisition, she learned that the device was used to put the ink under her skin, and that a magical spell cast on the ink will give her abilities to disguise her face and move undetected through her journeys. Mono had grown into a slender woman, with soft features and kind eyes, through her pain, but an hour later she was unrecognizable. Tattooed and disguised.
Today, Monongahela has lived a life of travel, adventure, and freedom. She's traveled up and down the Sword Coast working odd jobs to earn wages, but never as a slave. She returned to her roots through her ancestors, devoting herself to them and her childhood tribe. She returned to her native dress of furs and hides, made small potions out of herbs like her mother, and bred snow-white huskies like her father. As her seventh decade grows clearer and her ancestors continue to guide her through old age, Monongahela finds herself drawn to the large metropolis of Caer Callidyrr, in search of an historian of Faerun to find answers about her tribe, her family, and her blood.
Character Sheet for Auomame Kowana (Kingmaker)
https://www.myth-weavers.com/sheet.html#id=1924507. -- Katra
18 years ago, Drakor and Atheria were expecting their very first cub. The two had been in love since they themselves were kittens and had spent all their nine lives together. Today was the big day, Atheria was rushed to a doctor in the throws of labor. Drakor, a stoic black-furred man with piercing blue eyes was by his wife's side through everything. He stroked her white, long locks as she sweat and screamed through childbirth. Finally the time came to hold his first kitten. A baby girl! As the doctor handed him the newborn with a smile, a darkness fell over the room. The baby's fur was brown, not black.
Atheria had taken a paramour. The love of his life had betrayed him and here he was holding the offspring of this disgusting affair. Did she think he wouldn't find out? Love the child as his own? Be cuckolded and never say a word to stand up for himself? No. No, this was the ultimate betrayal and Drakor could feel the rage billowing inside him, he could barely contain it. Dropping the cub from his grip, he pulled a dagger and in a fury plunged the blade into the doctor's stomach. As Atheria screamed from her birthing bed, Drakor turned to her next, erupting with angry words and hatred towards this betrayal. He murdered her in cold blood, the cheating bitch.
Grabbing the newborn cub, he ran out of the town and into a deep forrest. He was disgusted by even the look of this dirty, brown, squirming creature. It cried and wailed as all newborns did, but to Drakor it was nothing but the wailing of a siren of failure to satisfy his greedy wife. When he got so far into the forrest that the trees blocked out even the sun, he tossed the kitten into a clearing, leaving it to die by the teeth of scavengers. He wiped his hands of this crime.
...
All Katra knew was the academy. It had been her whole life, ever since she was a cub. Her elders told her that she had been brought to the orphanage by a group of druids who had discovered her in the middle of the woods during one of their ceremonies. She had always wanted to know more about her past, but there wasn't a sole who knew more than the date she'd been found.
But today was her birthday and she was finally old enough to advance from training to field work. This was it! If any knight wanted a squire, she was going to be it. She had worked hard, prepared for this, and wanted it more than anything. Katra was to be a knight. Her whole life had led up to this moment. She was ready to apprentice with any knight who would have a young, nimble Catfolk at their side.
Maybe, she thought, I could travel far and wide to find someone, anyone, who knows my parents. I need to know where I came from. I need to know myself.
Character sheet -- Monongahela
As a child, Monongahela lived with her tribe in a small arctic community in Maztica. At the age of 10 her village was raided by slavers in search of native labor for the fishing boats of Amn. Killing tribe elders, including her parents, the men took the tribe's children captive. After a long boat journey, the young girls were placed into the service of rich households as slaves to the misses of the slavers. She was treated awfully; being beaten nightly, traded from house to house, and eating nothing but scraps from the rich people's meals (which she cooked daily). When she was old enough, she began working on the fishing boats hunting large prey with harpoons and artillery she could barely lift. Being whipped until she caught her first seal, Monongahela grew into a star fishermen in the community, though her slave status kept her from receiving praise for her work and her beatings continued nonetheless. Her entire life was mistreatment, imprisonment, and torture. By the age of 25 she had more scars on her back, chest, and face than the boxing men in the pubs. She'd had enough. She was going to flee.
Several other Maztican men had been killed earlier that year from a mass exodus gone array. She was going alone, an even more dangerous undertaking. Apart from being a slave, being a woman made traveling matters even worse. Her prospects were grim, but she could not bear another day. In the dead of night, she packed a small bag, prayed to her ancestors for guidance, and silently left her hut. Leaving Athkatla in the middle of the night unnoticed was more difficult than she had expected, with taverns full of jolly drunks, and women of the night selling their wares on corners, but Mono managed. She followed the river east as far as she could, only feeling slightly more comfortable when the sounds and lights of the city were in the distance. By the morning she had made it to Crimmor.
"Where did you come from?" Someone questions as she passed through the streets. Instead of answering, she kept her head down and walked a little faster.
"Hey you!" He said, following her and chortling. "You're not from around here, are you brownie?"
She hadn't thought of her skin color giving her away in a sea of peachy white. Most inhabitants of the docks of Athkatla shared her darker complexion.
The man grabbed her arm, but she pulled away and ran as fast as she could. The stranger yelled and ran after her, causing quite a commotion in the streets. Mono's strong legs carried her swiftly through the square, and like a trapped animal she looked for somewhere, anywhere to hide. An open door was just enough for her to run through just before the man could catch up, and she was out of sight.
Breathing heavily, Mono checked the room she had just walked into. An old woman sat on a stool, hot tea billowing up to her white eyes. She spoke with a raspy voice, "sounds like you made quite a stir, young one."
Mono felt uneasy by the woman's intuition. Blind or not, there was no way of knowing the escaped slave's age just by the sound of her breathing. Before she could think much more, the old woman stood from her spot and motioned for Mono to follow her deeper into the house. Cautiously, Monongahela followed. The next room was filled with candles, scrolls, and shelves. What Mono noticed most, though, was the inkwell on a table in the center. It had a short needle connected to a long wooden staff inserted into the well. The elder asked Mono to sit at the table.
"I know just what you need to get away from here and start a new life, child." She dipped the needle in the inkwell, and slowly moved it toward a terrified Monongahela. After inquisition, she learned that the device was used to put the ink under her skin, and that a magical spell cast on the ink will give her abilities to disguise her face and move undetected through her journeys. Mono had grown into a slender woman, with soft features and kind eyes, through her pain, but an hour later she was unrecognizable. Tattooed and disguised.
Today, Monongahela has lived a life of travel, adventure, and freedom. She's traveled up and down the Sword Coast working odd jobs to earn wages, but never as a slave. She returned to her roots through her ancestors, devoting herself to them and her childhood tribe. She returned to her native dress of furs and hides, made small potions out of herbs like her mother, and bred snow-white huskies like her father. As her seventh decade grows clearer and her ancestors continue to guide her through old age, Monongahela finds herself drawn to the large metropolis of Caer Callidyrr, in search of an historian of Faerun to find answers about her tribe, her family, and her blood.
Ghoster's Characters:
https://www.myth-weavers.com/sheet.html#id=1954050
Born between a wandering Garundi devotee of Sarenrae and an unnamed duchess of Taldor, their union conceived Leul of the Atticus family line--an illegitimate son. It took a great deal of coin to ensure no one spread rumors of this baby's conception, and even more so to hide the pregnancy until the labor could be carried out to completion. After which, the current Duchess of the Atticus line gave her child to his father to hide him from the duke's ire and the inexorable scandal awaiting for the both of them in her nation of excessive pride. With him, she sent a sum of gold to provide the means to venture out of Taldor without raising suspicions or suffering the hazards of such travel on the road. Of course, the whole affair left the father in a personal crisis--he considered himself a good man and never would have done anything to threaten the personage of a woman he'd fallen for, a woman who, according to her own word, fell for him rather than her unfulfilling marriage to her fuddy-duddy husband. But he also felt as if he committed some great wrong by bedding Leul's mother, and for both of these, he sought forgiveness.
As such, when presented with the chance to both raise and sequester their offspring from the dangers of their union, he saw this as a chance bestowed unto him by his Lady, the Everlight--Sarenrae herself. So he took their blessed boy, reluctantly the gift of coin, and absconded from the nation.
Over the ensuing decade, Leul's father Retta raised his child with twice the affection to make up for the loss of one parent. While he did his best not to spoil the boy, he also did not refrain from providing a bit more than what was needed to live. Of course, this included his tutelage in the teachings of the Dawnflower. This was the way his own father tempered any bit of ego in himself when he was growing up, and faith had been a staple ever since. He wanted the same thing for Leul--impressing the importance of patience, temperance and willingness to forgive and see the good in the world were paramount traits to have in the world at large. Beyond religion, though, Retta sought out to use the funds gifted to him by the boy's mother to put him through a respectable education so he might understand concepts such as arithmetic, basic magic theory and other aspects not considered necessary for the 'peasantry' to know in order to till a field. Of course, this included rigorous martial training, for a life on the road was one wrought with constant peril.
It was during Leul's eleventh year of life that he came across Professor Lorrimor, a man whom Leul's father hired for a time to teach his son what he could regarding the forces of evil and how to combat them should the need arise. Once they met, the two of them hit it off rather quickly as Leul proved ever eager to learn whatever he could be it the professor's primary line of academia or the histories or even the sciences. While he took to learning quite well, he could not fully understand a majority of the more advanced concepts Lorrimor spoke of. During their few years together as student and tutor, a rapport was built up between them and, at the least, Leul considered them good friends.
On the final day of their time together, though, their roles would find themselves reversed when a group of bandits attacked him, his father and the group of individuals alongside the professor in the small caravan of theirs.
It was a long drawn out fight that, unfortunately, Leul did not get to partake in for his father's fear of harm coming to the boy. So he was made to hid in the cart as the brigands did clash blades with those present. In the resulting melee, a tragedy did befall the then fourteen-year-old soon-to-be man. The leader of the brigands cut his father down in a moment of "weakness" as he gave them a chance to forgo the dark path they treaded and seek forgiveness in the light. At which point, the moral of the rest began to falter and the brigands began attaining the upper hand.
That was until Leul, in a fit of righteous anger, dashed out of the wagon with a sheet of material clutched in one hand. He decried the aggressors, declaring them unworthy of his father and the Dawnflower's infinite patience, before picking up his father's scimitar and striking the leader of the brigands down just as he loomed over the professor himself. There was a flash of golden radiance that shimmered about his form for a moment, blindingly brilliant like the sun above, before some unseen force slammed into the bandit-like a ton of bricks, throwing him clear several feet before crumpling into a pile on the ground.
If anyone questioned those who survived that day, they'd say the light of the sun glared all the brighter for a moment following the resounding blow.
After the leader's death, though, the remaining bandits lost whatever confidence they had and fled.
The professor thanked Leul profusely for acting when he did, saving his life, while also mourning with him the loss of his father.
He offered him the chance to come back with him, live in his home in Ustalav, but Leul declined--he needed to continue the teaching his father wanted for him. In order to do so, he had to venture out to a temple of Sarenrae so he could formally begin his training to become someone capable of striking down the unrepentant when they exhaust his goddess' inexhaustible patience. Yet also having the strength to protect those who truly do wish to find some margin of forgiveness in the light.
Thus he bid his tutor adieu, thanking him for his time and wishing him well, before setting out to begin his journey on the path of the paladin--using the last gift of wealth from a mother he's never met to finance himself on the way and keeping his father's scimitar close at hand, never forgetting all his father had done to provide him the chance to live the life he now had.
Character Sheet
"Cici died in the ashes of her family, giving rise to Scandalagiu who rose from that grave with a singular obsession: revenge."
As with most Varisians, Cici was born in a traveling caravan, only this one made frequent stops in one village in particular located near the border between Brevoy and the Stolen Lands. Were it not for the wanderlust inherent in so many, phenomena well-documented in the homeland they're so far from, of her people, then they might have settled down for longer than a year at a time. When she was born, though, her parents were overjoyed to find on their newborn babe birthmarks over her chest resembling Varisian tattoos. In the beginning, they resembled some shrubs near the lakeside with a copse of trees in the backdrop. But as she grew up and the birthmark became clearer and more defined, they came to the realization that it more resembled some feminine face that bore an uncanny resemblance to something akin to a dryad. Peculiar as it became, though, all in her caravan came to associate Cici as a portent of good fortune with the fewer raids carried out against them on the road following her advent in the world.
Beyond the strange tattoo, Cici grew up to be a rather rambunctious little girl--"Scandalagiu," troublemaker, they use to call her. Whether she loosened the rope securing the cage door of what few animals they could carry with them in their wagons or pushed people over from behind when they bent over, Cici always found something to giggle mischievously over.
Of course, this often led her to get into trouble day-in and day-out; some said it was Desna's way of balancing out their good fortune regarding the lack of bandit attacks.
And while she learned quickly not to beget anything truly awful--mostly after a rather unfortunate series of events where she got a close friend's leg broke because of a joke she pulled--she never took her elders' scolding on not being a burden too seriously.
That was until she heard tales of how people came to acquire their scarves and what they represented.
She'd heard all the tales her father and mother had regarding their family lineage, but she wanted actual proof so then she could recite the stories to her own children--as, at the age of nine, she'd started taken to the elders' teachings about the importance of community bonds and family. Earning her own kapenia became the object of her dreams and fantasies, not to mention the drive for her becoming as uncumbersome to her caravan as possible.
Come her fourteenth birthday, Cici had learned how to cook, clean, found herself adept at taking care of children, sewing, dancing and even singing to an extent, Beyond 'housework,' though, she'd also shown skill in handling a bow and arrow, whether it be fletching the ammunition itself or stringing the bow. She'd often accompany hunters out and take down game with them--of course, anything larger than a deer was left to her betters, as she was still a novice when it came to tracking. Even still, though, many of her elders praised her on her talent when it came to navigating through the woods, tracking, taking down animals from afar and the like.
It was almost like she'd done it all once before.
On her fifteenth birthday, the day when she was to acquire her own kapenia--not given, but woven--was when her life changed dramatically.
Throughout her life, Cici had been known as a Desna-given boon to ward off raids from brigands and other less savory individuals which tended to harry them before her arrival. They weren't removed entirely their lives, but just enough to wean them from the healthy dose of paranoia that kept one eye open at night they'd developed. So when bandits used the cover of night to slink in and start slitting throats, the few men and women left on guard were unable to raise the alarm in time.
One such woman was Cici, who was taken from behind and had a blade ran across her throat before being thrown aside against a cart.
This is not to say no alarm was raised whatsoever, but rather when it was, it was too late to save those unharmed from the cruel fate to follow.
Cici's caravan, her family, was destroyed utterly whilst trying to return to the town they frequented on a trail carved
through the Stolen Lands.
Everyone save for her was left to perish in the flames they started to cover their tracks--an inferno that caught her for a brief moment before, in her choking state, she shoved away from the burning wood and rolled to the side of the road. It left a burn scar on her face that has, to this day, remained even if diminished.
The ensuing seven years of her life were all one blur.
She hazily recalled grabbing onto something, saving something from the burning ruins of her caravan before the fire consumed them entirely. She faintly recalled someone approaching from up the road, hurrying at the sight of the carnage and finding her, taking her to be nursed back to health in a town--the burn and scar on her throat never fully healed. All throughout her time being nursed and even three years afterward, she was in a droll malaise that kept her from doing much of anything around the inn that'd taken her in. In fact, the only moments of lucidity she exhibited were when someone brought up hunting or archery, in which the moment was sometimes acted upon to try and wrest a sliver of life back into her by inviting her out on small hunting expeditions.
It wasn't until her nineteenth year of life did she seem to regain control of all her faculties when a group of brigands raided the village she'd become a resident of. At which point she took a bow from a guard, notched an arrow and let it fly through the throats of three of them--managing to do so due to her aim being for where the carotid artery lay in the throat of said humans. And when she did so, she did it with cold, dead eyes.
The items she retrieved from that fire, the remnants of her parents kapenias, were stitched together to make up for what the other lost before being wrapped around her neck. She then told the kind people who took care of her, her name, "Scandalagiu." At which point she bid then goodbye before setting off out into the wilderness to set about the new obsession burning in her psyche--finding those who ruined her and watch the life bleed from their eyes as they choke on their screams like she did that night.
https://www.myth-weavers.com/sheet.html#id=1954050
Born between a wandering Garundi devotee of Sarenrae and an unnamed duchess of Taldor, their union conceived Leul of the Atticus family line--an illegitimate son. It took a great deal of coin to ensure no one spread rumors of this baby's conception, and even more so to hide the pregnancy until the labor could be carried out to completion. After which, the current Duchess of the Atticus line gave her child to his father to hide him from the duke's ire and the inexorable scandal awaiting for the both of them in her nation of excessive pride. With him, she sent a sum of gold to provide the means to venture out of Taldor without raising suspicions or suffering the hazards of such travel on the road. Of course, the whole affair left the father in a personal crisis--he considered himself a good man and never would have done anything to threaten the personage of a woman he'd fallen for, a woman who, according to her own word, fell for him rather than her unfulfilling marriage to her fuddy-duddy husband. But he also felt as if he committed some great wrong by bedding Leul's mother, and for both of these, he sought forgiveness.
As such, when presented with the chance to both raise and sequester their offspring from the dangers of their union, he saw this as a chance bestowed unto him by his Lady, the Everlight--Sarenrae herself. So he took their blessed boy, reluctantly the gift of coin, and absconded from the nation.
Over the ensuing decade, Leul's father Retta raised his child with twice the affection to make up for the loss of one parent. While he did his best not to spoil the boy, he also did not refrain from providing a bit more than what was needed to live. Of course, this included his tutelage in the teachings of the Dawnflower. This was the way his own father tempered any bit of ego in himself when he was growing up, and faith had been a staple ever since. He wanted the same thing for Leul--impressing the importance of patience, temperance and willingness to forgive and see the good in the world were paramount traits to have in the world at large. Beyond religion, though, Retta sought out to use the funds gifted to him by the boy's mother to put him through a respectable education so he might understand concepts such as arithmetic, basic magic theory and other aspects not considered necessary for the 'peasantry' to know in order to till a field. Of course, this included rigorous martial training, for a life on the road was one wrought with constant peril.
It was during Leul's eleventh year of life that he came across Professor Lorrimor, a man whom Leul's father hired for a time to teach his son what he could regarding the forces of evil and how to combat them should the need arise. Once they met, the two of them hit it off rather quickly as Leul proved ever eager to learn whatever he could be it the professor's primary line of academia or the histories or even the sciences. While he took to learning quite well, he could not fully understand a majority of the more advanced concepts Lorrimor spoke of. During their few years together as student and tutor, a rapport was built up between them and, at the least, Leul considered them good friends.
On the final day of their time together, though, their roles would find themselves reversed when a group of bandits attacked him, his father and the group of individuals alongside the professor in the small caravan of theirs.
It was a long drawn out fight that, unfortunately, Leul did not get to partake in for his father's fear of harm coming to the boy. So he was made to hid in the cart as the brigands did clash blades with those present. In the resulting melee, a tragedy did befall the then fourteen-year-old soon-to-be man. The leader of the brigands cut his father down in a moment of "weakness" as he gave them a chance to forgo the dark path they treaded and seek forgiveness in the light. At which point, the moral of the rest began to falter and the brigands began attaining the upper hand.
That was until Leul, in a fit of righteous anger, dashed out of the wagon with a sheet of material clutched in one hand. He decried the aggressors, declaring them unworthy of his father and the Dawnflower's infinite patience, before picking up his father's scimitar and striking the leader of the brigands down just as he loomed over the professor himself. There was a flash of golden radiance that shimmered about his form for a moment, blindingly brilliant like the sun above, before some unseen force slammed into the bandit-like a ton of bricks, throwing him clear several feet before crumpling into a pile on the ground.
If anyone questioned those who survived that day, they'd say the light of the sun glared all the brighter for a moment following the resounding blow.
After the leader's death, though, the remaining bandits lost whatever confidence they had and fled.
The professor thanked Leul profusely for acting when he did, saving his life, while also mourning with him the loss of his father.
He offered him the chance to come back with him, live in his home in Ustalav, but Leul declined--he needed to continue the teaching his father wanted for him. In order to do so, he had to venture out to a temple of Sarenrae so he could formally begin his training to become someone capable of striking down the unrepentant when they exhaust his goddess' inexhaustible patience. Yet also having the strength to protect those who truly do wish to find some margin of forgiveness in the light.
Thus he bid his tutor adieu, thanking him for his time and wishing him well, before setting out to begin his journey on the path of the paladin--using the last gift of wealth from a mother he's never met to finance himself on the way and keeping his father's scimitar close at hand, never forgetting all his father had done to provide him the chance to live the life he now had.
Character Sheet
"Cici died in the ashes of her family, giving rise to Scandalagiu who rose from that grave with a singular obsession: revenge."
As with most Varisians, Cici was born in a traveling caravan, only this one made frequent stops in one village in particular located near the border between Brevoy and the Stolen Lands. Were it not for the wanderlust inherent in so many, phenomena well-documented in the homeland they're so far from, of her people, then they might have settled down for longer than a year at a time. When she was born, though, her parents were overjoyed to find on their newborn babe birthmarks over her chest resembling Varisian tattoos. In the beginning, they resembled some shrubs near the lakeside with a copse of trees in the backdrop. But as she grew up and the birthmark became clearer and more defined, they came to the realization that it more resembled some feminine face that bore an uncanny resemblance to something akin to a dryad. Peculiar as it became, though, all in her caravan came to associate Cici as a portent of good fortune with the fewer raids carried out against them on the road following her advent in the world.
Beyond the strange tattoo, Cici grew up to be a rather rambunctious little girl--"Scandalagiu," troublemaker, they use to call her. Whether she loosened the rope securing the cage door of what few animals they could carry with them in their wagons or pushed people over from behind when they bent over, Cici always found something to giggle mischievously over.
Of course, this often led her to get into trouble day-in and day-out; some said it was Desna's way of balancing out their good fortune regarding the lack of bandit attacks.
And while she learned quickly not to beget anything truly awful--mostly after a rather unfortunate series of events where she got a close friend's leg broke because of a joke she pulled--she never took her elders' scolding on not being a burden too seriously.
That was until she heard tales of how people came to acquire their scarves and what they represented.
She'd heard all the tales her father and mother had regarding their family lineage, but she wanted actual proof so then she could recite the stories to her own children--as, at the age of nine, she'd started taken to the elders' teachings about the importance of community bonds and family. Earning her own kapenia became the object of her dreams and fantasies, not to mention the drive for her becoming as uncumbersome to her caravan as possible.
Come her fourteenth birthday, Cici had learned how to cook, clean, found herself adept at taking care of children, sewing, dancing and even singing to an extent, Beyond 'housework,' though, she'd also shown skill in handling a bow and arrow, whether it be fletching the ammunition itself or stringing the bow. She'd often accompany hunters out and take down game with them--of course, anything larger than a deer was left to her betters, as she was still a novice when it came to tracking. Even still, though, many of her elders praised her on her talent when it came to navigating through the woods, tracking, taking down animals from afar and the like.
It was almost like she'd done it all once before.
On her fifteenth birthday, the day when she was to acquire her own kapenia--not given, but woven--was when her life changed dramatically.
Throughout her life, Cici had been known as a Desna-given boon to ward off raids from brigands and other less savory individuals which tended to harry them before her arrival. They weren't removed entirely their lives, but just enough to wean them from the healthy dose of paranoia that kept one eye open at night they'd developed. So when bandits used the cover of night to slink in and start slitting throats, the few men and women left on guard were unable to raise the alarm in time.
One such woman was Cici, who was taken from behind and had a blade ran across her throat before being thrown aside against a cart.
This is not to say no alarm was raised whatsoever, but rather when it was, it was too late to save those unharmed from the cruel fate to follow.
Cici's caravan, her family, was destroyed utterly whilst trying to return to the town they frequented on a trail carved
through the Stolen Lands.
Everyone save for her was left to perish in the flames they started to cover their tracks--an inferno that caught her for a brief moment before, in her choking state, she shoved away from the burning wood and rolled to the side of the road. It left a burn scar on her face that has, to this day, remained even if diminished.
The ensuing seven years of her life were all one blur.
She hazily recalled grabbing onto something, saving something from the burning ruins of her caravan before the fire consumed them entirely. She faintly recalled someone approaching from up the road, hurrying at the sight of the carnage and finding her, taking her to be nursed back to health in a town--the burn and scar on her throat never fully healed. All throughout her time being nursed and even three years afterward, she was in a droll malaise that kept her from doing much of anything around the inn that'd taken her in. In fact, the only moments of lucidity she exhibited were when someone brought up hunting or archery, in which the moment was sometimes acted upon to try and wrest a sliver of life back into her by inviting her out on small hunting expeditions.
It wasn't until her nineteenth year of life did she seem to regain control of all her faculties when a group of brigands raided the village she'd become a resident of. At which point she took a bow from a guard, notched an arrow and let it fly through the throats of three of them--managing to do so due to her aim being for where the carotid artery lay in the throat of said humans. And when she did so, she did it with cold, dead eyes.
The items she retrieved from that fire, the remnants of her parents kapenias, were stitched together to make up for what the other lost before being wrapped around her neck. She then told the kind people who took care of her, her name, "Scandalagiu." At which point she bid then goodbye before setting off out into the wilderness to set about the new obsession burning in her psyche--finding those who ruined her and watch the life bleed from their eyes as they choke on their screams like she did that night.
Characters belonging to: DarkElf06
Thadrus Golden-Sail (Dark Tides)
Here's my first attempt at a proper character sheet of my swashbuckler half-orc, Thadrus Golden-Sail.
https://docs.google.com/document/d/1siJ05QcJvYxTZCExC08SrcNEgJIVhQedtuX-WJRrA68/edit#
Character Name: Varnas Surtova
Player Name: DarkElf06
Current XP: 0
Current Level: 1
Favoured Class: Dracomancer
Race: Human
Class: Dracomancer
Age: 22
Size: Medium
Alignment: LN
Deity: Abadar
Homeland: Brevoy
Speed: 30 ft
Initiative:
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 10
Dexterity: 12
Constitution: 14
Intelligence: 15
Wisdom: 12
Charisma: 19
Hit Dice: 1d8
Total HP: 8
Current HP: 8
Base Attack Bonus (BAB): 0
Fortitude: +4
Reflex: +3
Will: +3
AC: 13
Touch: 11
Flat-foot: 12
Skills (skills with * can only be used if trained)
*Acrobatics [dex]:
Appraise [int]:
C/Bluff [cha]: 1, +4 = +5
*Climb [str]:
C/Craft [int]:
C/Diplomacy [cha]: 1, +4 = +5
*Disable Device [dex]:
Disguise [cha]:
*Escape Artist [dex]:
C/*Fly [dex]: 1, +1 = +2
C/Handle Animal [cha]: 1, +4 = +5
Heal [wis]:
C/Intimidate [cha]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Linguistics [int]:
Perception [wis]:
Perform [cha]:
C/Profession [wis]:
C/*Ride [dex]: 1, +1 = +2
C/Sense Motive [wis]:
*Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +2 = +3
*Stealth [dex]:
Survival [wis]:
*Swim [str]:
Use Magic Device [cha]:
Proficiencies: Light Armour, Simple Weapons, Shields
Feats & Abilities:
Feats: Defiant Luck, Combat Casting
Traits: Racial Bonus Ability Score, Bonus Feat at 1st level.
Surtova: Your family is well known for their political agility and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”
Weapons (Name, attack modifier, damage, type of damage, critical, range): Shortspear, +0, 1d6, piercing, 20 ft thrown
Armor (Type, AC bonus, Max Dex, Penalty, Spell Fail): Lamellar Cuirass, +2, +4, 0, 5%
Other Equipment & Magic Items (mark items that are worn with *):
Currency: 104 gold, __silver, __copper
(only use the following section if appropriate for your character):
Spell Domain Or School:
Spells Per Day: 1
Spells Known:
Cantrips/Orisons: Daze, Flare, Spark, Ray of Frost
(DC: ) 1st Level: Thunderstomp, Shocking Grasp
(DC: ) 2nd Level:
(DC: ) 3rd Level:
(DC: ) 4th Level:
(DC: ) 5th Level:
(DC: ) 6th Level:
(DC: ) 7th Level:
(DC: ) 8th Level:
(DC: ) 9th Level:
(DC: ) 10th Level:
Thadrus Golden-Sail (Dark Tides)
Here's my first attempt at a proper character sheet of my swashbuckler half-orc, Thadrus Golden-Sail.
https://docs.google.com/document/d/1siJ05QcJvYxTZCExC08SrcNEgJIVhQedtuX-WJRrA68/edit#
Character Name: Varnas Surtova
Player Name: DarkElf06
Current XP: 0
Current Level: 1
Favoured Class: Dracomancer
Race: Human
Class: Dracomancer
Age: 22
Size: Medium
Alignment: LN
Deity: Abadar
Homeland: Brevoy
Speed: 30 ft
Initiative:
Hero Points (leave blank unless directed by GM):
Resistances:
Strength: 10
Dexterity: 12
Constitution: 14
Intelligence: 15
Wisdom: 12
Charisma: 19
Hit Dice: 1d8
Total HP: 8
Current HP: 8
Base Attack Bonus (BAB): 0
Fortitude: +4
Reflex: +3
Will: +3
AC: 13
Touch: 11
Flat-foot: 12
Skills (skills with * can only be used if trained)
*Acrobatics [dex]:
Appraise [int]:
C/Bluff [cha]: 1, +4 = +5
*Climb [str]:
C/Craft [int]:
C/Diplomacy [cha]: 1, +4 = +5
*Disable Device [dex]:
Disguise [cha]:
*Escape Artist [dex]:
C/*Fly [dex]: 1, +1 = +2
C/Handle Animal [cha]: 1, +4 = +5
Heal [wis]:
C/Intimidate [cha]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Knowledge (type) [int]:
C/Linguistics [int]:
Perception [wis]:
Perform [cha]:
C/Profession [wis]:
C/*Ride [dex]: 1, +1 = +2
C/Sense Motive [wis]:
*Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +2 = +3
*Stealth [dex]:
Survival [wis]:
*Swim [str]:
Use Magic Device [cha]:
Proficiencies: Light Armour, Simple Weapons, Shields
Feats & Abilities:
Feats: Defiant Luck, Combat Casting
Traits: Racial Bonus Ability Score, Bonus Feat at 1st level.
Surtova: Your family is well known for their political agility and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”
Weapons (Name, attack modifier, damage, type of damage, critical, range): Shortspear, +0, 1d6, piercing, 20 ft thrown
Armor (Type, AC bonus, Max Dex, Penalty, Spell Fail): Lamellar Cuirass, +2, +4, 0, 5%
Other Equipment & Magic Items (mark items that are worn with *):
Currency: 104 gold, __silver, __copper
(only use the following section if appropriate for your character):
Spell Domain Or School:
Spells Per Day: 1
Spells Known:
Cantrips/Orisons: Daze, Flare, Spark, Ray of Frost
(DC: ) 1st Level: Thunderstomp, Shocking Grasp
(DC: ) 2nd Level:
(DC: ) 3rd Level:
(DC: ) 4th Level:
(DC: ) 5th Level:
(DC: ) 6th Level:
(DC: ) 7th Level:
(DC: ) 8th Level:
(DC: ) 9th Level:
(DC: ) 10th Level:
Characters belonging to B!nk:
Meet Wraaqel 'Wraqie' Copperblast! Monkey goblin, family girl, and (not at all) legendary Slayer!
Character sheet
Meet Wraaqel 'Wraqie' Copperblast! Monkey goblin, family girl, and (not at all) legendary Slayer!
Character sheet
Justaquestion's Characters:
Swordless
Female tiefling alchemist (sacrament alchemist) 1 (Pathfinder Player Companion: Healer's Handbook 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
Defense
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +2; +2 trait bonus vs. contact and inhaled poisons, +3 trait bonus vs. ingested poisons
Resist cold 5, electricity 5, fire 5
Offense
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged bomb +6 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Sacrament Alchemist) Extracts Prepared (CL 1st; concentration +5)
1st—monkey fish[ACG], reduce person (DC 15)
Statistics
Str 8, Dex 18, Con 10, Int 18, Wis 14, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits firebug, Magical Talent (Disrupt Undead), neutralizing gut, on the payroll
Skills Appraise +8, Bluff +2, Craft (alchemy) +8 (+9 to create alchemical items), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +6, Spellcraft +8, Stealth +6, Survival +6, Use Magic Device +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Infernal
SQ alchemy (alchemy crafting +1), light from darkness, pass for human, sacramental cognatogen
Combat Gear potion of cure light wounds (CL 4th), acid (8), alchemist's fire (3), holy water (5), holy water, holy weapon balm[ACG] (4); Other Gear leather armor, dagger, alchemy crafting kit[APG], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, holy symbol with flask of Pharasma[UE], ink, inkpen, mess kit[UE], pot, scamp's edible discoveries , soap, torch (9), torch, trail rations (5), waterskin, 33 gp, 3 sp, 7 cp
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Light From Darkness Gain incorruptable ART as long as you are not evil.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacramental Alchemist Domain (Souls, Pharasma)
Sacramental Cognatogen (Su) Gain a special mutagen which grants temp access to domain powers.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Swordless was born into a family that cherished and cultivated their daemonic hertitage. They consider it, and the visible marks it leaves, to be a weapon against the the outside world. Seeing her born without any mark of this hertitage, she was given a half name and sent to a distant cousin from outside the "blessed" line.
Her Cousin, Abigaile, raised her like a mother and inducted her into the Church of Pharsama. Abigaile served as the caretaker of the oldest and most prestiguos cemetaries and crypts in Caliphas. Swordless shared this work and though it, met Professor Lorrimor. She guided him on mnay a trip through these burial places as he studied and observed. They grew close when he recognized her infernal hertitage but did not judge her for it.
Now, Swordless has said her goodbyes to Abigaile and, armed with her faith and knowledge, gone to hear the reading of Lorrimor's will, wondering what it has in store for her.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Swordless
Female tiefling alchemist (sacrament alchemist) 1 (Pathfinder Player Companion: Healer's Handbook 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
Defense
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +2; +2 trait bonus vs. contact and inhaled poisons, +3 trait bonus vs. ingested poisons
Resist cold 5, electricity 5, fire 5
Offense
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged bomb +6 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Sacrament Alchemist) Extracts Prepared (CL 1st; concentration +5)
1st—monkey fish[ACG], reduce person (DC 15)
Statistics
Str 8, Dex 18, Con 10, Int 18, Wis 14, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits firebug, Magical Talent (Disrupt Undead), neutralizing gut, on the payroll
Skills Appraise +8, Bluff +2, Craft (alchemy) +8 (+9 to create alchemical items), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +6, Spellcraft +8, Stealth +6, Survival +6, Use Magic Device +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Infernal
SQ alchemy (alchemy crafting +1), light from darkness, pass for human, sacramental cognatogen
Combat Gear potion of cure light wounds (CL 4th), acid (8), alchemist's fire (3), holy water (5), holy water, holy weapon balm[ACG] (4); Other Gear leather armor, dagger, alchemy crafting kit[APG], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, holy symbol with flask of Pharasma[UE], ink, inkpen, mess kit[UE], pot, scamp's edible discoveries , soap, torch (9), torch, trail rations (5), waterskin, 33 gp, 3 sp, 7 cp
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Light From Darkness Gain incorruptable ART as long as you are not evil.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacramental Alchemist Domain (Souls, Pharasma)
Sacramental Cognatogen (Su) Gain a special mutagen which grants temp access to domain powers.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Swordless was born into a family that cherished and cultivated their daemonic hertitage. They consider it, and the visible marks it leaves, to be a weapon against the the outside world. Seeing her born without any mark of this hertitage, she was given a half name and sent to a distant cousin from outside the "blessed" line.
Her Cousin, Abigaile, raised her like a mother and inducted her into the Church of Pharsama. Abigaile served as the caretaker of the oldest and most prestiguos cemetaries and crypts in Caliphas. Swordless shared this work and though it, met Professor Lorrimor. She guided him on mnay a trip through these burial places as he studied and observed. They grew close when he recognized her infernal hertitage but did not judge her for it.
Now, Swordless has said her goodbyes to Abigaile and, armed with her faith and knowledge, gone to hear the reading of Lorrimor's will, wondering what it has in store for her.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Shade_Drezin's characters:
Sheet: https://www.myth-weavers.com/sheet.html#id=1954744
Having sticky hands and a knack for being where one shouldn’t doesn't go well with being a noble. This is why I left my family. I loved my father, mother, brother and two sisters but my habits only brought them pain. I left and traveled, stealing what I needed to survive and what I wanted here and there. I lived well like this for a year or two however, one night I made the mistake of choosing the wrong mark.
He was a human named Fredrick “Dusk” Stormhallow. He was an experienced rogue who took all kinds of jobs from light pickpocketing to, supposedly, ending peoples problems in a very permanent way. He gave me two choices. Jail or become his apprentice. The latter was much more appealing at the time so I served under him and learned all I could.It is from him that I learned of one of his high paying clients in the land of Ustalav and the many mysteries there.We traveled there and I quickly set to work.
Professor Lorrimor used my teacher as a means to secure relics and valuable data from those who would use it for a lesser purpose, it wasn’t hard to install doubt in his mind. I made him believe my teacher was corrupted by those who would see Lorrimor’s research fail, and to be fair I do not know if this was a complete lie. Then the trap was laid out. I told my teacher I had taken a job with a relatively high payout and, using my own gold, I convinced him it was worth his time. Quickly after I contacted the guard about a plot to steal a local land barrons fortune from under his nose and I had a contract to prove it, the paper was forged of course. From there it was child's play really, I made double my gold in the reward money for turning in my teacher and became Professor Lorrimors goto rogue for his questionable business.
Oh, the face my teacher made when he turned to the darkness where I sat, watching the guards close in on him. I thought he devoid of emotion but I saw sorrow, followed by anger. He always taught that there was honor among thieves. My noble family taught me that there is honor, when it suits me best. After getting my teacher out of the picture, I stuck around working for the Professor. Apparently I was such a valuable asset and coworker, he left me something for when he took his last breath. I’m not arguing, my kindness was just another mask. A means to an end. One that seems to have paid off, or so I hope.
Sheet: https://www.myth-weavers.com/sheet.html#id=1954744
Having sticky hands and a knack for being where one shouldn’t doesn't go well with being a noble. This is why I left my family. I loved my father, mother, brother and two sisters but my habits only brought them pain. I left and traveled, stealing what I needed to survive and what I wanted here and there. I lived well like this for a year or two however, one night I made the mistake of choosing the wrong mark.
He was a human named Fredrick “Dusk” Stormhallow. He was an experienced rogue who took all kinds of jobs from light pickpocketing to, supposedly, ending peoples problems in a very permanent way. He gave me two choices. Jail or become his apprentice. The latter was much more appealing at the time so I served under him and learned all I could.It is from him that I learned of one of his high paying clients in the land of Ustalav and the many mysteries there.We traveled there and I quickly set to work.
Professor Lorrimor used my teacher as a means to secure relics and valuable data from those who would use it for a lesser purpose, it wasn’t hard to install doubt in his mind. I made him believe my teacher was corrupted by those who would see Lorrimor’s research fail, and to be fair I do not know if this was a complete lie. Then the trap was laid out. I told my teacher I had taken a job with a relatively high payout and, using my own gold, I convinced him it was worth his time. Quickly after I contacted the guard about a plot to steal a local land barrons fortune from under his nose and I had a contract to prove it, the paper was forged of course. From there it was child's play really, I made double my gold in the reward money for turning in my teacher and became Professor Lorrimors goto rogue for his questionable business.
Oh, the face my teacher made when he turned to the darkness where I sat, watching the guards close in on him. I thought he devoid of emotion but I saw sorrow, followed by anger. He always taught that there was honor among thieves. My noble family taught me that there is honor, when it suits me best. After getting my teacher out of the picture, I stuck around working for the Professor. Apparently I was such a valuable asset and coworker, he left me something for when he took his last breath. I’m not arguing, my kindness was just another mask. A means to an end. One that seems to have paid off, or so I hope.
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