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Post by Cameron on Jul 7, 2014 17:41:00 GMT -8
PARTY TREASURE
Amiri carrying: none
Harsk carrying: none
Lini carrying: none
Sajan carrying: none
2 horses carrying: 1 hammer (2 lb), 1 saw (2 lb), 1 shovel (8 lb) 100' silk rope (10 lb)
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Post by Cameron on Jul 7, 2014 18:33:56 GMT -8
HarskMale dwarf ranger 3 LN Medium Humanoid Init +2 (+4 in mountains/hills); Senses darkvision 60 ft., stonecunning; Perception +8 Languages Common, Dwarven ------------------------------------ AC 15 (+2 Dex, +1 natural, +2 armor), touch 12, flat-footed 13; +4 dodge vs. giants hp 27 (3 HD) Resist +2 on saves vs. spells and spell-like abilities Fort +5 (+7 vs. poison), Ref +5, Will +3 ------------------------------------ Speed 20 ft.; slow and steady Melee greataxe +5 (1d12+3/x3) or mwk handaxe +6 (1d6+2/x3) Ranged heavy crossbow +5 (1d10/19-20, range 120) Base Atk +3; CMB +5, CMD 17; stability Atk Options +1 to hit orcs and goblinoids; +2 on attacks and damage vs. giants; Point Blank Shot (+1 ranged atk/dmg within 30 feet); Precise Shot Combat Gear antitoxin {1}, smokestick {1}, tanglefoot bag {1} Deity/Religion Torag ------------------------------------ Abilities Str 14, Dex 15, Con 15, Int 10, Wis 14, Cha 6 SQ greed, weapon familiarity, favored enemy (giant), track +1, wild empathy +1, combat style (archery), favored terrain (mountain) Feats Rapid Reload (heavy crossbow), Precise Shot (combat style), Endurance, Point Blank Shot Skills (0 ACP) Acrobatics 0/+2 (-2 jumping), Handle Animal 3/+4, Heal 3/+8, Knowledge (geography / nature) 3/+6, Perception 3/+8 (+10 for unusual stonework), Stealth 3/+8, Survival 3/+8 (+9 to follow or identify tracks) Possessions (58/116/175 ~ 54, light) combat gear (4.5 lb) plus amulet of natural armor +1, leather armor (15 lb), greataxe (12 lb), masterwork handaxe (3 lb), heavy crossbow (8 lb), 30 bolts (3 lb), 7 flaming +1 bolts (1 lb), backpack (2 lb), trail rations (4 lb), teapot (1 lb), signal whistle, and 1,742.3 gp cash XP (medium) 5,160/9,000Favored Enemy (Ex): Harsk gains a +2 bonus on Bluff, Knowledge (local), Perception, Sense Motive, and Survival checks against giants, and can make untrained Knowledge (local) skill checks to identify them. Likewise, he gets a +2 bonus on weapon attack and damage rolls against giants.Favored Terrain (Ex): Harsk gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in mountain terrain. When traveling through such terrain, Harsk normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of non-magical goods that contain precious metals or gemstones.Signal Whistle: A whistle's piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a -2 penalty.Harsk is, in many ways, not your standard dwarf. He prefers the wide skies of the open plains, disdains the taste of alcohol, and prefers to handle his battles at range rather than in melee. Yet few dare to mock him for his choices, for if there's anywhere that Harsk is dwarven, it is in his gruff and off-putting attitude. Much of his anger stems from the slaughter of his brother's warband. Harsk came upon the band, slain to a man by giants, moments too late to save his brother. Harsk's hatred of giants has fueled him and shapes his life. He prefers strong tea over alcohol (to keep his senses sharp), the wildlands of the surface world (where giants can be found), and the crossbow over the axe (which allows him to start fights faster). His companions value his skill at combat even if they're somewhat afraid of him.
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Post by zach on Jul 9, 2014 4:42:28 GMT -8
SajanMale human monk 3 LN Medium Humanoid Init +2; Senses Perception +7 Languages Common ------------------------------------ AC 15 (+2 Dex, +1 dodge, +1 armor, +1 monk), touch 14, flat-footed 12; Deflect Arrows; Mobility hp 26 (3 HD) Fort +5, Ref +5 (evasion), Will +4 (+6 vs. enchantments) ------------------------------------ Speed 40 ft.; fast movement Melee unarmed strike +4 {+3/+3 flurrying} (1d6+2) or temple sword +4 {+3/+3 flurrying} (1d8+2/19-20, monk, trip) or mwk dagger +5 (1d4+2/19-20) Ranged mwk longbow +1 (1d8/x3, range 100) or mwk dagger +5 (1d4+2/19-20, range 10) Base Atk +2; CMB +5 (maneuver training), CMD 18 Atk Options flurry of blows (BAB +3); Spring Attack; Stunning Fist (DC 12) 3/day Combat Gear alchemist's fire {2}, potion of shield of faith {1} Deity/Religion Irori ------------------------------------ Abilities Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8 SQ still mind Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist, Deflect Arrows, Spring Attack Skills (0 ACP) Acrobatics 3/+8 (+12 jumping), Climb 3/+8, Perception 3/+7, Sense Motive 3/+7, Stealth 3/+8 Possessions (66/133/200 ~ 30, light) combat gear (2 lb) plus bracers of armor +1 (1 lb), temple sword (3 lb), masterwork dagger (1 lb), masterwork longbow (3 lb), 20 arrows (3 lb), ioun torch, belt pouch (.5 lb), backpack (2 lb), 100 feet of silk rope (10 lb), grappling hook (4 lb), wooden holy symbol, and 2,639.87 gp cash XP (medium) 5,160/9,000DEFLECT ARROWS [Combat] You can knock arrows and other projectiles off course, preventing them from hitting you. __Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.Temple Sword: Heavy, slashing blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, which appear to be an amalgam of sickle and sword. Monks are proficient with the temple sword, which can be used to perform a flurry of blows.Sajan Gadadvara and his twin sister Sajni were separated when the lord they served was shamed and forced to cede half his army to the victor--among them Sajan's sister. Sajni was taken away from Vudra by her new master, and Sajan abandoned his own responsibilities to follow. He spent years trying in vain to find her, but has not yet given up. Sajan knows he cannot return to Vudra, for the padapranja there would execute him as a deserter. He cares not for his home country, however, and continues to seek out any clue that might point him toward his sister.
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Post by scottm on Jul 12, 2014 13:56:45 GMT -8
AmiriFemale human barbarian 3 CN Medium Humanoid Init +1; Senses Perception +7 Languages Common ------------------------------------ AC 17 (+1 Dex, +6 armor), touch 11, flat-footed 17; +1 dodge vs. traps; uncanny dodge hp 34 (3 HD) Fort +5, Ref +2 (+3 vs. traps), Will +2 ------------------------------------ Speed 40 30 ft.; fast movement Melee Large bastard sword +5 (2d8+4/19-20) or mwk cold iron longsword +7 (1d8+3/19-20) or spiked gauntlet +6 (1d4+3) or throwing axe +6 (1d6+3) Ranged composite longbow +4 (1d8+2/x3, range 110) or javelin +4 (1d6+3, range 30) or throwing axe +4 (1d6+3, range 10) Base Atk +3; CMB +6, CMD 17 Atk Options Power Attack (-1/+2, 2H:+3); rage (strength surge) 10 rds/day Combat Gear potion of cure moderate wounds {1} Deity/Religion Gorum ------------------------------------ Abilities Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8 SQ trap sense +1 Feats Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Power Attack Skills (-4 ACP) Acrobatics 3/+8, Climb 3/+5, Intimidate 3/+5, Perception 3/+7, Survival 3/+7 Possessions (86/173/260 ~ 75, light) combat gear (-) plus boots of elvenkind (1 lb), breastplate (30 lb), Large bastard sword (12 lb), masterwork cold iron longsword (4 lb), spiked gauntlet (1 lb), throwing axe (2 lb), 2 javelins (4 lb), composite longbow {+2 Str} (3 lb), 6 animal bane arrows +1 (1 lb), 80 arrows (12 lb), ioun torch, backpack (2 lb), trail rations (3 lb), and 1,094.38 gp cash XP (medium) 5,160/9,000(raging)AC 15 (+1 Dex, +6 armor, -2 rage), touch 9, flat-footed 15; +1 dodge vs. traps; uncanny dodge hp 40 (3 HD) Fort +7, Ref +2 (+3 vs. traps), Will +4 ------------------------------------ Speed same as above Melee Large bastard sword +7 (2d8+7/19-20) or mwk cold iron longsword +9 (1d8+5/19-20) or spiked gauntlet +8 (1d4+5) or throwing axe +8 (1d6+5) Ranged composite longbow +4 (1d8+2/x3, range 110) or javelin +4 (1d6+5, range 30) or throwing axe +4 (1d6+5, range 10) Base Atk +3; CMB +8, CMD 17 Atk Options Power Attack (-1/+2, 2H:+3); strength surge +3 ------------------------------------ Abilities Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8 SQ same as above Feats same as above Skills (-4 ACP) Acrobatics 3/+8, Climb 3/+7, Intimidate 3/+5, Perception 3/+7, Survival 3/+7 Possessions (153/306/460) same as aboveRage Powers (Ex): __Strength Surge (Ex): As an immediate action, Amiri can add her barbarian level on one Strength check or combat maneuver check, or to her CMD when an opponent attempts a maneuver against her. This power can only be used once per rage.Amiri never quite fit into the expected gender roles of her tribe, and when the tribe attempted to send her on a suicide mission, she returned with an enormous trophy--a frost giant's sword. She has since abandoned her people, and has come to value her oversized sword (even though she can only truly wield it properly when her blood rage takes her). She never speaks of the circumstances that forced her to flee her homeland. Some things are better left unsaid.
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Post by dmurphyca on Jul 19, 2014 20:39:06 GMT -8
LiniFemale gnome druid 3 N Small Humanoid Init +1; Senses low-light vision; Perception +10 Languages Common, Gnome, Sylvan, Druidic ------------------------------------ AC 14 (+1 size, +1 Dex, +2 armor), touch 12, flat-footed 13; +4 dodge vs. giants hp 26 (3 HD) Resist +2 racial bonus on saves vs. illusions Fort +6, Ref +2, Will +5 ------------------------------------ Speed 20 15 ft.; woodland stride Melee mwk cold iron sickle +2 (1d4-2) or mwk club +2 (1d4-2) Ranged sling +4 (1d3-2, range 50) or mwk club +5 (1d4-2, range 10) Base Atk +2; CMB -1, CMD 10 Atk Options +1 to hit reptilians and goblinoids Combat Gear scrolls (see below); wand of cure light wounds {47} Deity/Religion Green Faith Druid Spells Prepared (CL 3rd; gnome magic) __2nd (2/day) ~ Summon Nature's Ally II, Flaming Sphere (DC 14) __1st (3/day) ~ entangle (DC 13), produce flame {2} __Orisons (at will) ~ detect magic, flare, light, stabilize Spell-Like Abilities (CL 3rd) __1/day ~ dancing lights, ghost sound (DC 12), prestidigitation, speak with animals ------------------------------------ Abilities Str 6, Dex 12, Con 16, Int 10, Wis 15, Cha 15 SQ nature bond (animal companion), nature sense, wild empathy +5, trackless step Feats Spell Focus (conjuration), Augment Summoning Skills (-3 ACP) Acrobatics 0/-2 (-6 jumping), Handle Animal 3/+8 (+12 for animal companion), Heal 3/+8, Knowledge (nature) 3/+8, Perception 3/+10, Spellcraft 3/+6, Stealth 0/+2, Survival 0/+4, Swim 0/+0 Possessions (15/30/45 ~ 18, medium) combat gear (-) plus green wooden ring of swimming, leather armor (10 lb), masterwork cold iron sickle (1 lb), masterwork club (1.5 lb), sling, 8 bullets (2 lb), ioun torch, belt pouch, mistletoe, spell component pouch (2 lb), watertight scroll tube (.5 lb), sunrod (1 lb), collection of special de-barked sticks, and 1,930.38 gp cash __Divine Scrolls none XP (medium) 5,160/9,000Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.Lini always seemed to possess a certain affinity with various creatures of the woodlands near where she grew up--particularly with larger predators like bears and snow leopards. More than once, Lini's enclave came under threat from some great bear or razor-clawed cat, but with a series of soothing noises and precise motions she always soothed the beast and sent it on its way. In the years since her departure from the Lands of the Linnorm Kings, Lini has collected more than a dozen sticks--one from each forest or wood she visits. These sticks are to Lini a roadmap of her experiences, and while they may look indistinguishable to others, each holds a wealth of memories to the gnome druid. Droogami (Small Cat Animal Companion) N Small Animal Init +10; Senses low-light vision, scent; Perception +5 ------------------------------------ AC 21 (+1 size, +6 Dex, +1 dodge, +3 natural), touch 18, flat-footed 14 hp 16 (3 HD) Fort +5, Ref +9 (evasion), Will +2 ------------------------------------ Speed 50 ft.; sprint Melee bite +4 (1d4+1 plus trip) and 2 claws +4 (1d2+1) Base Atk +2; CMB +2; CMD 19 (23 vs. trip) ------------------------------------ Abilities Str 13, Dex 22, Con 13, Int 2, Wis 12, Cha 6 SQ link, share spells Feats Improved Initiative, Dodge Skills (0 ACP) Acrobatics 0/+6 (+14 jumping), Perception 1/+5, Stealth 1/+14, Survival 1/+5 Tricks Known Attack (any), Down, Flank, Heel, Sneak, Stay, Track Encumbrance (50/100/150 ~ 0, light) none
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. __The creature can detect opponents within 30 feet (upwind and/or strong scents, 60 feet; downwind, 15 feet) by sense of smell. The exact location of the source is not revealed, only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. __A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Share Spells (Ex): The druid may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Sprint (Ex): Once per hour, Droogami can move at 10 times his normal speed (500 feet) when he makes a charge.__Using the link ability (see above), Lini can command Droogami as a free action to perform any trick that he knows by succeeding on a DC 10 Handle Animal check. She can also, as a move action, "push" Droogami to perform tricks he doesn't know but is physically capable of performing by succeeding on a DC 25 Handle Animal check. Some tricks Droogami is capable of performing are: __Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. __Bury: An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both Bury and Fetch can be instructed to fetch an item it has buried. __Come: The animal comes to you, even if it normally would not do so. __Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character. __Deliver: The animal takes an object (one you or an ally gives it, or that it recovers with the Fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the Deliver trick is a move action.) __Down: The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. __Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object. __Flank: You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick. __Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends. __Guard: The animal stays in place and prevents others from approaching. __Heel: The animal follows you closely, even to places where it normally wouldn't go. __Perform: The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on. __Seek: The animal moves into an area and looks around for anything that is obviously alive or animate. __Sneak: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy. __Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to. __Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability.) __Watch: The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. __Work: The animal pulls or pushes a medium or heavy load.
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