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Post by Cameron on Dec 15, 2011 16:14:51 GMT -8
[glow=yellow,2,300]Semi-Autonomous Municipal Oversight and Secure Urban Development (SAMOSUD) PARTY TREASURE[/glow] Cochee carrying: 1 potion of cure light wounds
Kia carrying: 2 arcane scrolls of knock 1 arcane scroll of dispel magic 1 potion of cure light wounds
Skorzug carrying: 1 crowbar (5 lb), 1 greataxe (12 lb), and 1 portable ram (20 lb)
Soulsparker carrying: 4 divine scrolls of cure light wounds 1 wand of cure light wounds (29)
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Post by Cameron on Dec 15, 2011 16:15:49 GMT -8
SkorzugFemale half-orc savage barbarian 9 CN Medium Humanoid Init +4; Senses darkvision 60 ft.; Perception +10 Languages Common, Orc ------------------------------------ AC 28 (+2 Dex, +2 deflection, +3 dodge, +1 natural, +4 armor, +2 shield, +4 unnamed), touch 21, flat-footed 28; uncanny dodge hp 97 (9 HD) Immune flanking (improved uncanny dodge) Fort +9, Ref +6, Will +5 (+7 vs. fear) ------------------------------------ Speed 40 ft. (8 squares); fast movement, Nimble Moves Melee +2 keen falchion +15/+10 (2d4+8/15-20) or +1 undead bane greatsword +14/+9 (2d6+7/19-20) or +1 morningstar +14/+9 (1d8+5) {2H: 1d8+7} Ranged +2 javelin +13 (1d6+6, range 30) or mwk longbow +12/+7 (1d8+4/x3, range 110) Base Atk +9; CMB +13, CMD 34 Atk Options rage 25 rounds/day (beast totem, knockback, smasher) Special Actions none Combat Gear potions of cure critical wounds {2}, haste, and bull's strength ------------------------------------ Abilities (20-pt buy) Str 19, Dex 14, Con 14, Int 8, Wis 10, Cha 14 SQ chain fighter, orc blood, sacred tattoo, brutal presence Traits Berserker of the Society, Outlander (exile) Feats Nimble Moves, Dodge, Iron Will, Toughness, Leadership Skills (0 ACP) Acrobatics 9/+14 (+18 to jump), Climb 1/+8, Intimidate 1/+8, Perception 7/+10, Ride 1/+6, Stealth 1/+3, Survival 7/+10, Swim 1/+8 Possessions (116/233/350 ~ 27, light) combat gear (-) plus bracers of armor +4 (1 lb), heavy darkwood shield (5 lb), keen falchion +2 (8 lb), javelin +2 (2 lb), 20 cold iron arrows (3 lb), 20 silvered arrows (3 lb), ring of protection +2, boots of the winterlands (worn), and chastity belt (worn) __Handy Haversack (5 lb) with undead bane greatsword +1 (8 lb), silvered greatsword (8 lb), +1 morningstar (6 lb), masterwork composite longbow {+4 Str} (3 lb), waterskin (4 lb), 100' silk rope (10 lb), grappling hook (4 lb), flint and steel, and 10,439.9 gp cash Ht 5'10" Wt 160 lb Age 18 XP (medium) 83,103/105,000 Skorzug cannot be flanked (but a rogue of at least 12th level can still sneak attack her). Beast Totem, Lesser (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage plus the barbarian's Strength modifier.
Beast Totem (Su): While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.Smasher (Ex): Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.SAVAGE BARBARIAN A savage barbarian has the following class features. Brutal Presence (Ex): When unarmored and unencumbered, the savage barbarian adds his Charisma bonus (if any) to his AC and his CMD. In addition, a savage barbarian gains a +1 bonus to AC and CMD at 4th level. This bonus increases by +1 for every four savage barbarian levels thereafter, up to a maximum of +5 at 20th level. __These bonuses to AC apply even against touch attacks or when the savage barbarian is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor (shields are allowed), or when he carries a medium or heavy load. __This ability replaces the barbarian's usual class proficiency with light and medium armor. Naked Courage (Ex): At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense. Natural Toughness (Ex): At 7th level, the savage barbarian gains a +1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every three levels beyond 7th. This ability replaces damage reduction.Skorzug's Cohort Male human cleric 7 CN Medium Humanoid Init +0; Senses Perception +4 Languages Common ------------------------------------ AC 17 (+7 armor), touch 10, flat-footed 17 hp 63 (7 HD) Fort +8, Ref +3, Will +10 (+12 vs. fear) ------------------------------------ Speed 20 ft. (4 squares) Melee mwk greatsword +8 (2d6+3/19-20) or morningstar +7 (1d8+3) Ranged none Base Atk +5; CMB +7; CMD 17 Atk Options Power Attack {-2/+6}; destructive smite 7/day Special Actions channel energy (4d6) 7/day Combat Gear wand of spiritual weapon {25}; divine scrolls of magic weapon {2}, align weapon, silence, and invisibility purge Domains {Gorum} Destruction, Strength Cleric Spells Prepared (CL 7th) __4th (domain + 2/day) ~ spell immunity, death ward, restoration __3rd (domain + 3/day) ~ bull's strength (close reach), dispel magic, magic circle against evil, remove curse __2nd (domain + 4/day) ~ bull's strength, resist energy {2}, silence, spiritual weapon __1st (domain + 5/day) ~ enlarge person, bless, magic weapon, remove fear {3} __Orisons (at will) ~ detect magic, guidance, light, purify food and drink Spell-Like Abilities (CL 7th) __ 7/day ~ strength surge ------------------------------------ Abilities (20-pt buy) Str 14, Dex 10, Con 14, Int 8, Wis 19, Cha 12 Traits Exalted of the Society, Stoic Optimism Feats Extra Channel, Toughness, Power Attack, Reach Spell, Scribe Scroll Skills (-3 ACP) Heal 1/+8, Knowledge (religion) 5/+7, Sense Motive 1/+8, Spellcraft 7/+9 Possessions (58/116/175 ~ 45, medium) combat gear (-) plus breastplate +1 (30 lb), cloak of resistance +1 (1 lb), masterwork cold iron greatsword (8 lb), cold iron morningstar (6 lb), silver holy symbol (1 lb), and 233 gp cash __Backpack (2 lb)REACH SPELL [Metamagic] Your spells go farther than normal. Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. __Spells that do not have a range of touch, close, or medium do not benefit from this feat.Destruction Domain Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. Destructive Smite (Su): You gain the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level. You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive. Domain Spells: 1st ~ true strike, 2nd ~ shatter, 3rd ~ rage, 4th ~ inflict critical wounds, 5th ~ shout, 6th ~ harm, 7th ~ disintegrate, 8th ~ earthquake, 9th ~ implosion.Strength Domain Granted Powers: In strength and brawn there is truth--your faith gives you incredible might and power. Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive. Domain Spells: 1st ~ enlarge person, 2nd ~ bull's strength, 3rd ~ magic vestment, 4th ~ spell immunity, 5th ~ righteous might, 6th ~ stoneskin, 7th ~ grasping hand, 8th ~ clenched fist, 9th ~ crushing hand.
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Post by takasi on Dec 15, 2011 20:45:57 GMT -8
Carol Anne Soulsparker Carol Anne Soulsparker Soulsparker Female gnome cleric of Sarenrae 8 LG Small humanoid Init +1; Senses Perception +5, low-light Languages Common, Gnome ------------------------------------ AC 22 (+1 Dex, +7 armor, +2 shield, +1 size, +1 natural), touch 12, flat-footed 20 (+2 vs aberrations, oozes and vermin) hp 73 (8 HD), resist fire 10 Fort +9, Ref +3, Will +9 ------------------------------------ Speed 15 ft. (4 squares) Melee produce flame melee touch +8/+3 (1d6+5 fire) or +1 scimitar +9/+4 (1d6-1/19-20) Ranged light crossbow +8 (1d6/19-20) Base Atk +6/+1; CMB +3, CMD 15 Special Attacks Channel Positive Energy (4d6, DC 13, 6/day), Rebuke Death (heal 1d4+2, 6/day), Fire Bolt (+1 ranged touch, 1d6+2 fire, 6/day) ------------------------------------ Cleric Spells Usually Prepared (CL 7th, 8th for fire type) __4th (1+3/day) ~ wall of fire (d), Summon Monster IV (2) __3rd (1+3/day) ~ fireball (d), blindness, dispel magic (3) __2nd (1+3/day) ~ produce flame (d), shield other (2), silence (2) __1st (1+5/day) ~ burning hands (d), command, doom, sanctuary, shield of faith, summon monster I __0-level (4) ~ dancing lights, detect magic, light, spark Domains Fire, Healing Spell-Like Abilities (CL 5th, 6th for fire type) __1/day each ~ dancing lights, flare, prestidigitation, produce flame Scrolls __4th (8 total, 2800 gp value) - Dimensional Anchor, Dismissal, Freedom of Movement, Protection from Energy Communal, Repel Vermin, Spell Immunity, Summon Monster IV, Tongues __3rd (14 total, 2625 gp value) - Daylight, Delay Poison Communal, Dispel Magic, 4 Fireball, Invisibility Purge, Magic Circle Against Evil, Remove Curse, Remove Disease, Resist Energy Communal, Speak with Dead, Water Breating __2nd (16 total, 1200 gp value) - Align weapon, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Darkness, Eagle's Splendor, Enthrall, Protection from Evil Communal, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Silence, Spiritual Weapon, Zone of Truth __1st (40 total, 500 gp value) - Ant Haul, 3 Bless, 3 Burning Hands, 5 Cure Light Wounds, Detect Evil, Detect Chaos, Detect Undead, 2 Divine Favor, Entropic Shield, 5 Hide from Undead, Know the Enemy, 3 Magic Weapon, Obscuring Mist, 3 Protection from evil, 3 Protection from Chaos, Remove Fear, Remove Sickness, 3 Shield of Faith, Summon Monster ------------------------------------ Abilities Str 7, Dex 12, Con 16, Int 9, Wis 17, Cha 16 SQ Academician, Keen Senses, Pyromaniac Feats Scribe Scroll, Weapon Finesse, Leadership Skills (-8 ACP) Diplomacy 1/+7, Heal 1/+7, Knowledge (religion) 1/+5, Sense Motive 1/+7, Spellcraft 4/+6 Possessions banded mail, heavy wooden shield, light crossbow, 20 bolts, scrolls, holy symbol, spell component pouch, +1 scimitar __Backpack (2 lb) with bedroll (5 lb), waterskin (4 lb), 3 days trail rations (3 lb), amulet of natural armor +1 __Belt pouch (.5 lb) with 14,783 gp cash
Scrolls made 11 4th level, 3850 gp, 308 xp Scrolls made 21 3rd level, 3937.5 gp, 315 xp Scrolls made 30 2nd level, 2250 gp, 180 xp Scrolls made 71 1st level, 887.5 gp, 71 xp
Scrolls used 3 4th level, 1050 gp Scrolls used 7 3rd level, 1312.5 gp Scrolls used 15 2nd level, 1125 gp Scrolls used 31 1st level, 387.5 gp
Cohort:
Cochee Cardonas Female Human Wizard 6 Medium Humanoid CG Init +4; Perception +0 Languages Common, Draconic, Elvish, Dwarvish ------------------------------------ AC 17(19) (+4 Dex, +1(4) Armor, +1 Natural, +1 Deflection), Tch 14, FF 11(14) HP 42 (6 HD) Fort +4(+6), Ref +5, Will +5 ------------------------------------ Speed 30 ft. (6 squares) Melee AS MW Staff +5 (1d6+3, 20 x2) or AS MW Dagger +5 (1d4+2, 19-20 x2) Ranged AS +1 Lt Crossbow +7(+8 w/i 30’) (1d8+2_3/19-20 x2, range 80) Base Atk +3; CMD 16; CMB +7 Atk Options Telekinetic Fist 1d4+2 6/day Combat Gear Scrolls (Acid Arrow x2, Knock x2, Enlarge person x4, Reduce Person x2, Cat’s Grace x2, Fox’s Cunning x2, Alarm x2, Mirror Image, Blur x2, False Life x4, Haste x8, Lightning Bolt x5, Summon Monster III x 5, Wind Wall, Halt Undead x 3, Fly x2), Wands (Scorching Ray[12], Mage Armor[42], Shield[48], Invisibility[21]) Scrolls for Soulsparkle (2xInvisibility, Cat’s Grace, Levitate, Spider Climb, Darkvision, Blur, 3xAlarm, 4x Reduce Person) ------------------------------------ Wizard Spells Known Transmutation Cantrips: all except Divine/Enchantment, Detect Magic, Read Magic 1st level – Chill Touch, Enlarge Person, Mage Armor, Shield, Shocking Grasp, Magic Missile, Ray of enfeeblement, Color Spray, Mount, Feather Fall, Reduce Person, Alarm, Identify, Disguise Self 2nd Level - Knock, Scorching Ray, Mirror Image, Acid Arrow, Darkvision, Cat’s Grace, Invisibility, Bull’s Strength, False Life, Summon Monster II, Spectral Hand, Blur, Spider Climb, Levitate, Grease, Fox’s Cunning, Web 3rd level - Haste, Blink, Vampiric Touch, Lightning Bolt, Fireball, Displacement, Summon Monster III, Wind Wall, Halt Undead, Fly Wizard Spells Memorized (CL 5th) 0th level (4) Detect Magic, Disrupt Undead, Light, Read Magic 1st level (4+1) Magic missile (4), Enlarge Person 2nd level (3+1) Acid Arrow (2), Cat's Grace, Summon Monster II 3rd level (2+1) Haste, Lightning Bolt (2) ------------------------------------ Abilities Str 10(12), Dex 16, Cn 14, Int 17, Wis 10, Ch 10 SQ Focused Mind +2 Concentration, Rich Parents Feats: Scribe Scroll, Point Blank Shot, Precise Shot, Craft wondrous Items, Arcane Strike Skills: Know Nature 1/7, Know Arcana 6/12, Know dungeoneering 6/12, Know Geography 1/7, Know history 6/12, Know Engineering 1/7, Know Nobility 1/7, Spellcraft 6/12, Know Local 1/7, Know Planes 6/12 Possessions (33/66/100, 26/55 lbs Lt/Mdm) combat gear Crossbow +1 (4 lb), 20 bolts (2 lb), Bracers +1 AC, Dagger (1 lb), Scanty Adventure’s outfit (1 lb), Cloak (4 lbs) Water proof Satchel (2 lbs), Spellbook (10 lbs), Water proof Satchel (2 lbs) Backpack (2 lb) w/bedroll (5 lb), winter blanket (3 lb), water skin (4 lb), 5 pieces of chalk, 5 days of rations (5 lbs), Nobles outfit (10 lbs) Ht 5'4" Wt 105 lb Age 23 Hair Brown Eyes Green Skin Fair XP 17162 Item creation xp spent Scrolls 154 Gold: 13,753 gp
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Engret Rat familiar N Tiny animal Init +2; Senses low-light vision, scent; Perception +1 AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 armor adj.) hp 18 Fort +2, Ref +5, Will +1 Speed 15 ft., climb 15 ft., swim 15 ft. Melee bite +4 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. Str 2, Dex 15, Con 11, Int 8, Wis 13, Cha 2 Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Feats: Alertness, improved evasion, share spells, empathic link, Weapon Finesse, deliver touch spells, Speak with master Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers+4 Stealth
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Post by scottm on Jan 6, 2012 1:20:09 GMT -8
Kia Keneval"Samosud 4 life!" Female Half-Elf Rogue 8/ Sorcerer 1 NG Medium Humanoid Init +5 Senses : Perception +16, Low Light Vision, Trap Finding +19 Languages: Common, Draconic, Elven, Infernal AC 22 (+5 Armor, +3 Dex, +1 Dodge, +2 Nat Armor, +1 deflection), touch 15, flat-footed 18 20% miss chance. Evasion, Improved Uncanny Dodge HP (9HD) Immune: Sleep Weakness none Fort +4, Ref +9, Will +6 (+2vs. Enchantment)Speed 30 ft. (6 squares) Melee +10/+5 Short Sword undead bane +1(1d6+2 P), +10 Light Mace+1 (1d6+2B), +10 Dagger+1 (1d4+2 S/P), +9 Sap (1d6+1 NL) Two Wep Fighting: +8 short sword and +3 Short sword and +8 Light Mace. Ranged: +10, Short Bow +1 (1d6+1) rng 60, +9 Knife (1d4+1) rng 10 Space 5 ft.; Reach 5 ft. Base Atk +6/+1; CMB: +7 CMD: 20Atk Options: Combat Expertise, Feint,Sneak Attack +4d6, Special Actions: Touch of Destiny, Trade base Atk bonus to improve AC. Combat Gear: Scroll of Sleep, Shocking Grasp x2, 1 arcane scrolls of knock 1 arcane scroll of dispel magic, 1 potion of cure light wounds Wand of Magic Missle 50, 4xPot InvisibilityAbilities (20pt buy) Str12, Dex 17, Con 12, Int 14, Wis 14, Cha 12 SQ: Bloodline Destined, Cantrips, Combat Trick, Elven Blood, +2 to Perception. Evasion, Fast Stealth, Finesse Rogue, Multifaceted: Rogue +1 Skill/Sorc +1 hp, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge Feats: Alertness, Combat Expertise, Dodge, Eschew Components, Improved Feint, Leadership, Mobility, Skill Focus (Disable Device), Weapon Finesse Spells: CL1 Arcane 0 lvl: 4 1 lvl: 3 Spells Known Cantrips: Detect Magic, Message, Read Magic, Light 1st: Shocking Grasp, Shield Skills 70 ACP(0): Acrobatics (7/+13), Appraise (4/+9), Bluff (7/+11), Climb (5/+9), Diplomacy (4/+8), Disable Device (7/+17), Knowledge Arcana (2/+7), Knowledge Dungeoneering (2/+8), Knowledge Geography (2/+8), Knowledge History (2/+7), Knowledge Local (2/+7), Linguistics (1/+6), Perception (7/+16), Profession: Artist (4/+6), Sense Motive (4/+11), Stealth (7/+13), Swim (2/+6) Possessions (43/86/130 – 33, light) combat gear (o lb) plus _Traveler's Outfit, +2 Studded Leather Armor, minor cloak of displacement, +1 Dagger, +1 Light Mace, +1Mithral short sword Ghost Touch, +1 Short Sword Undead Bane, Amulet of Natural Protection +2, +1 Ring of protection, Handy Haversack 5 pounds, +1 Short Bow, +1 Hat of Disguise, 20 arrows, 3 knives, Thieves Tools, blank note book, Pens, Ink, chalk, common blanket, water skin. 100 ft. Silk Rope, 2 Pitons, steel mirror, 6 sheets of Paper Ogre Tooth, Troll Tooth, Ogre Magi Tooth 4 Pots of Invisibility. 9 vials of Poison, MW Cold Iron Short Sword. Ht. 5'3" Wt. 110 lb. Age 21 Hair: honey Eyes: emerald, Skin: fair with light freckles XP: /105,000 Gold: 4462 Cath Harsan Female Elf Sorcerer 7 NG Medium Humanoid Init +3; Senses Perception +4 Low Light Languages Common, Elven, Draconic, Sylvan ------------------------------------ AC 14 (+3 Dex +1 Nat armor), touch 11, flat-footed 14 hp 36 (7 HD) Fort +3, Ref +6, Will +7 (+8 vs. Enchantment) Immune: Sleep Resistance: +7 Electricity ------------------------------------ Speed 30 ft. (6 squares) Melee mithral rapier +8(1d6+1/18-20) or Claws +4 (1d6+1) Club +4 (1d6+1) Ranged +1 Composite Longbow Str+1 (1d8+2) rng 110 Base Atk +3; CMB +4; CMD 14 Atk Options: Point blank shot +1 within 30’, Claws (6/Day), Special Actions Combat Gear Oil of Shillelagh x2, wand of magic missile cl3 {48} Bloodline: {Bronze Dragon} Bloodline Arcana electricity, Claws (6/day), Dragon resistance, Sorcerer Spells: (CL 7th) __3rd (5/day) ~ draconic reservoir, lightening bolt __2nd (7/day) ~glitter dust, scorching ray, spider climb __1st (7/day) ~ comprehend languages, expeditious retreat, gravity bow, mage armor, magic missile, __Cantrips (7/at will) ~ Acid Splash, dancing lights, detect magic, Jolt, prestidigitation, Ray of Frost, read magic ------------------------------------ Abilities (20-pt buy) Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 16 Traits Child of Nature, Unscathed Feats: Eschew Materials, Toughness, Point Blank, precise shot, Scribe Scroll Special Qualities: Elven Magic +2 vs SR, +2 to Spellcraft to Identify, Keen Senses, Skills (0 ACP), Bluff (1/+7), Craft Fletcher (3/+8), Fly (1/+7), Knowledge arcane, nature (4/+9), perception (1/+6), Spellcraft (7/+14), Survival (7/+10) Possessions (43/86/130 ~ 31, ) combat gear (-) plus cloak of resistance +1 (1 lb), +1composite longbow Str +1(3lb), efficient quiver~ 50 arrows, 5 silver, 5 iron, 10 thorn, Staff, oak club (5lb), mithral rapier (2lb0, adventurer’s outfit (10 lb), and 233 gp cash __Backpack (2 lb) bedroll 5, 50ft silk rope 5, mirror .5, grapnel 3 Duce Rat familiar N Tiny animal Init +2; Senses low-light vision, scent; Perception +1 DEFENSE AC 16, touch 16, flat-footed 14 (+2 Dex, +2 size, +2 armor adj.) hp 14 Fort +2, Ref +5, Will +1 OFFENSE Speed 15 ft., climb 15 ft., swim 15 ft. Melee bite +4 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2 Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Feats: Alertness, improved evasion, share spells, empathic link, Weapon Finesse, deliver touch spells Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers+4 Stealth Improved Feinting is a Move action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity. Feinting as a Move Action With the Improved Feint feat, you can attempt a feint as a move action.
Fast Stealth (Ex) Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Combat Expertise (Combat) Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Character may no longer be flanked.
Follow Clues (Ex) Benefit: A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Shocking Grasp Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Duration 1min/Lvl Trap Sense (Ex)At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Warrior of Old (Elf) Benefit: You gain a +2 trait bonus on Initiative checks.
Scholar of Ruins (Human) Benefit: You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (Geography) is always a class skill for you.CATH’S SPECIAL ABILITIES. [/u] Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled. Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus.
Child of Nature: Benefits: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills, Survival, is always a class skill for you.
Unscathed:Benefit: Each type of energy resistance you have (if any) increases by 2 points. Jolt School transmutation [electricity]; Level sorcerer/wizard 0 CASTING Casting Time 1 standard action Components V, S EFFECT Range close (25 ft. + 5 ft./2 levels) Effect spark of electricity Duration instantaneous Saving Throw none; Spell Resistance Yes You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.
Gravity Bow School transmutation; Level ranger 1, sorcerer/wizard 1 CASTING Casting Time 1 standard action Components V, S EFFECT Range personal Targets you Duration 1 minute/level (D) DESCRIPTION Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.
Draconic Reservoir School evocation [acid, cold, electricity, or fire]; Level alchemist 3,sorcerer/wizard 3 CASTING Casting Time 1 standard action Components V, S, M (a scale from dragon that produces the energy you seek to absorb) EFFECT Range touch Targets creature touched Duration 10 minutes/level or until discharged; see text Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack. Releasing energy in this way does not "free up" space to absorb still more energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as normal from that energy type. Once the energy has been released, the spell is discharged. Draconic reservoir does not stack with protection from energy. Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic reservoir and resist energy, draconic reservoir absorbs damage until it reaches its maximum limit.
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Post by murphyca on Jan 22, 2012 19:11:05 GMT -8
The party has settled on the shores of an unknown land in a city by the name of New Havarden. Following the council's proclamations, the brave adventurers have waded through bodies of kobolds, goblins, orcs other foul denizens of the slums. The city awaits word that the slums have been cleared and the trade lanes are clear to bring prosperity and expansion to New Havarden.
New Havarden Current Council Proclamations:
PROCLAMATION LIX Be it known that the council is interested in reclaiming the remaining blocks of the city of New Havarden. To reclaim said blocks they must be first cleared of monsters, vermin, and other uncivilized inhabitants. To this end the council is offering a reward to any person or group who is responsible for clearing any block of the old city.
PROCLAMATION CI Be it known that the council, knowing that commerce is the life's blood of New Havarden, has decreed that Sokal Keep is to be cleared of all unlawful inhabitants. A reward is offered to the person or persons who successfully carry out this commission. All interested in applying for said commission shall present themselves to the clerk of the council.
PROCLAMATION CXXVI Be it known that the council is offering a reward for all books and tomes containing information about the fall of Havarden. The amount of said reward to be dependent upon the value of the information provided.
PROCLAMATION CCIX Be it known that the council is offering a reward for securing the area known as Kudos Well, to the west of the slums. The well has been known to attract a number of unpleasant creatures that harass our citizens. This region will be vital to repopulating the formerly civilized areas of New Havarden.
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