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Talahandra's Sheet

Talahandra's theme

Wolf Mount


Talahandra Feyspark hails from Chitterwood, a resident of the gnome settlement of Umok. A fierce advocate of all things Fey, she joined the ranks of the Order of the Blossom cavaliers from very early on. Having completed her training she has journeyed to the Stolen Lands in order to aid the fae folk there reclaim the forests.
Silverfluff

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Character Name: Silverfluff
Player Name: Miss
Current XP: 1005
Current Level: 2
Favoured Class: Sorcerer, +1/3 caster lvl to cold spells.

Race: Gryphon
Class: Sorcerer/2
Age: Adult
Size: Medium
Alignment: CN
Deity: Sun King

Speed: 30ft all fours, 20ft biped, 40ft fly
Initiative: +5
Resistances:

Strength: 7 -2
Dexterity: 13 +1
Constitution: 13 +1
Intelligence: 10 +0
Wisdom: 6 -2
Charisma: 20 +5

Hit Dice: 2d6
Total HP: 12
Current HP: 9/12

Base Attack Bonus (BAB): +0
Fortitude: +6
Reflex: +6
Will: +4

AC: 11 (+1 Dex)
Touch: 11
Flat-foot: 10


Skills (skills with C/ are class skills) 2 per level
Acrobatics [dex]: +1
C/Appraise [int]: +0
C/Bluff [cha]: 2, +10
Climb [str]:
C/Craft [int]:
C/Diplomacy [cha]: 2, +11 (+13 when dealing with Fey)
Disable Device [dex]: N/A
Disguise [cha]:
Escape Artist [dex]:
C/Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
C/Intimidate [cha]:
C/Knowledge Arcana[int]:
Knowledge[int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]:
Perception [wis]: -2
Perform [cha]: N/A
C/Profession [wis]: N/A
Ride [dex]:
Sense Motive [wis]: -2
Sleight of Hand [dex]:
C/Spellcraft [int]:
Stealth [dex]:
Survival [wis]:
Swim [str]:
C/Use Magic Device [cha]: N/A

Proficiencies: Simple Weapons

Feats & Abilities:

Feats: Noble Scion (of War)

Languages: Common, Sylvan

Noble Scion (of War): Use Charisma instead of Dex when determining initiative bonus.

Cloud Walker: Can treat clouds as solid objects.

Bite: 1d6 natural bite attack

Quadroped: +4 CMD vs. tripped, 50% more carry weight.

Low-light vision: Twice as far as humans in dim light.

Cross-Blooded:, -2 to Will saves, -1 higher level spell. Righteous/Minotaur Bloodlines.

Righteous Bloodline Arcana: Add Charisma bonus to all saving throws.

Touch of Life: Heal self or another for 1d6+1 /2 levels. Undead suffer this amount as damage without saving throw, but requires touch attack. You do not provoke an attack when using this ability. This power is treated as the Paladin's lay on hands feature. You may use this power 3 + Charisma mod times per day (currently 8/day).

Minotaur Bloodline Arcana: +2 DC when casting mind-affecting spells.

Traits:

Noble Born (Medvyed): +2 Diplomacy vs. Fey, +1 Will save to resist Fey effects.

Ease of Faith: +1 Diplomacy, Diplomacy is class skill.

Well-Provisioned Adventurer: Starting Equipment set instead of starting gold.
Spells Per Day:

1st level: 5/day

Spells Known:

Cantrips:
Cold Snap- 1d3 damage cantrip. Reflex save for area, melee/ranged touch for single target, no save.
Cramp- 1 round. Fort negates. Reduces speed by half.
Echo- 1 round/lvl. Burst only. Creates sound, lasts for duration. DC 0
Decipher- 1 min./lvl. Personal range only, no save. Reads one language. Can read magic.

1st Level: Friendship. 10 min./lvl. Selected target only, will negates. Recruits bodyguard, spell breaks if target is attacked.

Cantrips/Orisons:
(DC: ) 1st Level: 16 (+2 for Mind)
(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: ??


Weapons (Name, attack modifier, damage, type of damage, critical, range):
Beak: (-2, 1d6-2, x2, 20)
Quarter Staff: (-2, 1d6-2, x2, 20)
Light Crossbow (+1, 1d8, x2, 19-20, 80ft)

Armor: None!

Gear:
10 bolts.

Combat Gear : Acid (2), scrolls of comprehend languages (2), scroll of detect secret doors, scroll of glitterdust, scrolls of identify (2), scroll of mount, scroll of rope trick, thunderstone, wand of mage armor (16 charges).

Other Gear : Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), flint and steel, ink, inkpen, ioun torch, journal, magnifying glass, mess kit, scroll box, silk rope (50 ft.), spell component pouch, trail rations (5 days), waterskin, 3 gp. Total Weight : 45 lbs. (28-3/4 lbs. for a Small character).

Currency: 0gp.
Valentine

Zakon, Inevitable Eidolon

Valentine is an Elf driven by unspoken purpose and his inscrutable Eidolon, Zakon, an Inevitable of the Lawful plane.

Living embodiments of powerful oaths and mighty contracts, Inevitables only rarely walk the world companion to a Summoner, and their coming often portends great and terrible things.

Valentine is tall, and slender, with long, straight black hair, tanned skin, and brown eyes. He wears fine, comfortable, but durable clothes.

Zakon, his Inevitable Eidolon, looks like a bronze sculpture of a human, with a disturbingly blank face and smooth body. His movements are very fluid, and precise, with no wasted effort. The only details on his body are the well-articulated joints, especially his fingers and hands.
Jayni, Halfling Ranger

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Name: Jayni
Age: 30
Gender: female
Race: halfling
Height: 2’10”
Weight: 30 pounds
Hair: brown
Eye: brown

Class: Ranger
Level: 1
XP: 0
Alignment: NG
Languages: Common, Halfling
Size: small

Handedness: Right
Deity: Erastil
Homeland: Gronzi Forest

Speed: 20 feet
Initiative: +3
Hero Points:
Resistances:

Strength: 8 (-1)
Dexterity: 17 (+3)
Constitution: 14 (+2)
Intelligence: 11 (+0)
Wisdom: 11 (+0)
Charisma: 15 (+2)

Hit Dice: d10
Total HP: 12
Current HP:12/12

Base Attack Bonus (BAB): +1
Fortitude: +4
Reflex: +3
Will: +1 (+2 against fear)

CMD: 12
CMB: -1

AC: 17
Touch: 13
Flat-foot: 14


Skills: 6/level

Acrobatics [dex]: 0 (+5)
Appraise [int]: 0 (+0)
Bluff [cha]: 0 (+2)
*Climb [str]: 0 (+1)
*Craft [int]: 0 (+0)
Diplomacy [cha]: 0 (+2)
Disable Device [dex]: 0 (+3)
Disguise [cha]: 0 (+2)
Escape Artist [dex]: 0 (+3)
Fly [dex]: 0 (+3)
*Handle Animal [cha]: 1 (+6)
*Heal [wis]: 0 (+0)
*Intimidate [cha]: 0 (+2)
Knowledge (Dungeoneering) [int]: 0 (+0)
Knowledge (Geography) [int]: 1 (+4)
Knowledge (Nature) [int]: 1 (+4)
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Linguistics [int]: 0 (+0)
*Perception [wis]: 1 (+6)
Perform [cha]: 0 (+2)
*Profession () [wis]: 0 (+0)
*Ride [dex]: 0 (+3)
Sense Motive [wis]: 0 (+0)
Sleight of Hand [dex]: 0 (+3)
*Spellcraft [int]: 0 (+0)
*Stealth [dex]: 1 (+11)
*Survival [wis]: 1 (+4)
*Swim [str]: 0 (-1)
Use Magic Device [cha]: 0 (+2)


Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).


Abilities


Favored Enemy (Ex): Animal: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue.

The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

A ranger can select a antelope, baboon, bustard, capybara, elk, falcon, kangaroo, lizard (giant gecko), marsupial devil, ram, reindeer, snake (reef snake or spitting cobra), stag, trumpeter swan, thylacine, wolfdog, yak, or zebra as an animal companion. If the campaign takes place in an aquatic environment, the ranger can choose an armorfish or reef snake. A falconer ranger can select a falcon companion instead of a bird companion.

If the campaign takes place in an aquatic environment, the ranger can choose a stingray.

The ambusher, bully, daredevil, feytouched companion, precocious companion, totem guide, tracker, verdant companion, and wrecker archetypes are all particularly appropriate for a ranger’s animal companion.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.

Improved Evasion (Ex): At 16th level, a ranger’s evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex): At 19th level, the ranger’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Alternative Capstone Ability: When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Seen It Before (Ex): At 20th level, the ranger is wise to all the tricks of his prey. The ranger adds his favored enemy bonus as an insight bonus on saves against spells and abilities used by his favored enemies.


Feats: Point blank shot

Traits: Rostlander, Wild Shadow (Halfling, Urban), Keen Ear


Shortsword +0
1d4, 19-20, x2, P

Longbow: +4 (+5 under 30 feet)
1d6, 20, x3, 100 feet, P

Armor: Studded Leather, Buckler

Items: Ranger’s kit


Currency: 16 gold
Omena, Human Oracle

[filler text]
Orphael

Raised in the Hold of Belkzen, born to the name Gurthask Broadshoulder, he lived out the early years of his life as most of his strength and prowess did; taking what they desired, raiding, fighting for fun, menacing their neighbors relentlessly. It wasn't until he was nearly a man - sixteen, for a half-Giant - that he learned there was another way.

He took, on a raid, a slave by the name of Aliti, a Kyonin Elf woman. At first she amused him by cleaning, cooking, performing various tasks around the camp. Her strength, as well as her unbreakable calm, both infuriated and entertained him; in equal measure, it also intrigued him. After nearly a year, she persuaded him to go with her to Kyonin, the Elven land, where she swore to teach him the ways of her people.

Despite her promises, as soon as they reached the Kyonin lands, she was freed, and Gurthask was taken in chains to serve for his crimes. He took this punishment instead as a challenge; as he had seen her endure calmly through beatings, insults, and deprivation, so he refused to be incited by a simple lack of freedom, and constant hard work. Even as the work hardened his muscles, it hardened his resolve.

After one year of this punishment, Aliti returned to him, and revealed herself; she was the abbess of a monastery, where they revered twin forces: Creation, and Destruction. He learned to create; masonry, carpentry, shipbuilding, to work with his hands to shape useful things. So, too, did he learn to destroy; to take the world around him and turn it into weapons, to wield even simple branches and sticks as weapons of destruction, to turn stones into mighty thrown weapons, and to shatter the very earth beneath his feet through sheer force of will. He learned the path of the Earthquake, that elemental force of destruction, and that all the world was ephemeral; that the only difference between stone and sand was the crushing will of the world.

For the next two years, he trained in their ways, harnessing the immense strength of will he had learned in the harsh lands of Belkzen as if it were a beast of burden; and so, a beast of burden he willingly became, offering his strength to all who asked it of him. He learned that no task is too simple, too plain, too demeaning, if it is done for a good cause.

Such did the years pass in their service, though little progress seemed to be made; he had mastered the basics with workmanlike efficiency. Despite this, however, he didn't seem to really grasp what it was to shape the world. He kept himself so busy helping everyone who asked him that he never took any time to focus on himself.

Finally, at the end of those two years, Aliti confronted him. She explained to him that he had hit a wall; he was holding himself back, conduct unfitting an elemental force of nature. She was stern, even cold.

However, she met him as he prepared to depart with what meager possessions he owned, with one last gift; a finely-bound book, the pages pristine and blank, undamaged by wind, water, or time. "These pages refuse to hold any ink, chalk, any mark or smudge... nothing stays. I've brought it with me, through the years, hoping that I would find something the pages would think worth keeping... It's a silly thing, but in the past three decades, it hasn't seen fit to record a word of my life. Perhaps it just hasn't found the right story." She rankled her nose at him, and sighed, irritably. "So if you're so determined to help people, help me find out what his book wants. Maybe it'll help you, too."

With a respectful bow, and a warm smile, Aliti bid him farewell.

Hearing, not long after in his travels, the call to action to drive away the Stag Lord and reclaim the Stolen Lands, he finally felt that he had found a purpose; a story worth telling. With his meager possessions once more simply strung to his back, he set off toward the River Kingdoms, and thence through Brevoy; his unusual appearance and mannerisms, taking on the role of a mendicant, drew a great deal of attention in his travels, though his calm saw him through many troubled encounters.

It was with this calm and steady progress that he neared the place formerly known as Oleg's Rest...

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