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Post by Ilia Underwing on Mar 15, 2011 1:46:04 GMT
ILIA UNDERWING Background: Bautar Herbalish Druid Role(s) - Level(s): Adept - 14 Allegiance: Good Virtue/Vice: Courageous/Intolerant Conviction: 9 Height: 5’0” Weight: 115 lbs. Movement: 30 feet Age: 25 Abilities Str: +0 Dex: +0 Con: +3 Int: +1 Wis: +4 Cha: +0 Core Ability: Tireless – You can spend a point of Conviction to remove one level of fatigue that was the result of a failed fatigue save. Saving Throws Toughness Save: +6 (+3 Con, +2 Feat, +1 Armour) Fortitude Save: +9 (+4 Base, +3 Con, +2 Feat) Reflex Save: +4 (+4 Base, +0 Dex) Will Save: +15 (+9 Base, +4 Wis, +2 Feat) Combat Initiative: +0 (+0 Dex) Base Combat Bonus: +6 Attack Bonus: +7 (+7 Combat, +0 Dex) Defense: 16/16 (11 Base, +7 Combat, +Choice of Dodge/Parry) Dodge: +0 (+0 Dex) Parry: +0 (+0 Str) Armour: Masterwork leather armour (+1 Toughness Bonus, 15 lbs.) [/b] Weapons: (Attack Bonus | Damage Bonus | Critical | Range) Masterwork (+1/-) dagger: +7 | +1 | 19-20/+3 | 10 feet Skills Armour Check Penalty: -0 Acrobatics: NT (0 Ranks, +0 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10) Bluff: +0 (0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Climb: +3 (3 Ranks, +0 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Concentration: +9 (6 Ranks, +4 Wis) (Untrained?: Yes) (Take 10/20?: No) Craft ( xxx ): NT (0 Ranks, +1 Int) (Untrained?: No) (Take 10/20?: 10/20 for repair) Diplomacy: +1 (0 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Disable Device: NT (0 Ranks, +1 Int) (Untrained?: No) (Take 10/20?: 10/20) Disguise: +0 (0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Drive: NT (0 Ranks, +0 Dex) (Untrained?: No) (Take 10/20?: 10) Escape Artist: +0 (0 Ranks, +0 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 20) Gather Information: +0 (0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Handle Animal: +9 (9 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10/20) Intimidate: +2 (+2 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Jump: +2 (2 Ranks, +0 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Knowledge ( Geography ): +5 (4 Ranks, +1 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Herbalism ): +11 (10 Ranks, +1 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Magic & Arcana ): +4 (3 Ranks, +1 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Natural World ): +7 (6 Ranks, +1 Int) (Untrained?: No) (Take 10/20?: 10/20) Language: See Below. (2 Ranks) (Untrained?: No) (Take 10/20?: No) Medicine: +13 (7 Ranks, +4 Wis, +2 Feat) (Untrained?: No) (Take 10/20?: 10/20) Notice: +13 (9 Ranks, +4 Wis) (Untrained?: Yes) (Take 10/20?: 10/20) Perform ( xxx ): +1 (0 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Ride: NT (0 Ranks, +0 Dex) (Untrained?: No) (Take 10/20?: 10) Search: +7 (6 Ranks, +1 Int) (Untrained?: Yes) (Take 10/20?: 10/20) Sense Motive: +9 (5 Ranks, +4 Wis) (Untrained?: Yes) (Take 10/20?: 10) Sleight of Hand: +0 (0 Ranks, +0 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10) Stealth: +6 (6 Ranks, +0 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Survival: +11 (5 Ranks, +4 Wis, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10) Swim: +2 (2 Ranks, +0 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Languages: Ancient Bautarine, Eastern Vaderish, Trade Wealth and Reputation Wealth: +19 Professional Skill: Medicine Reputation: +4 Feats: * Animal Empathy: Use the Handle Animal skill like Diplomacy to change the attitude of an animal by interacting with it. Unlike a normal use of Diplomacy, you do not have to speak a language the animal understands, and Animal Empathy affects creatures with Intelligence –4 or less normally. You can also use the Bluff and Gather Information skills normally on animals. You don’t actually need to speak to the animals; you communicate your intent through gestures and body language and learn things by studying animal behavior. * Endurance (from amulet): +4 bonus on Swim checks to avoid becoming fatigued; +4 on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments. * Great Fortitude: +2 bonus on Fortitude saving throws. * Iron Will: +2 bonus on Will saving throws. * Quicken Power (Animal Shapechanging): Animal shapechanging can be done as a move action with a fatigue save Difficulty increase of +8. It can be performed as a standard action normally. * Talented ( Medicine and Survival ): +2 bonus to both skills. * Tireless (from amulet): Suffer no penalties from being winded or fatigued, although fatigue levels still gained normally. This feat has no effect on exhaustion or unconsciousness due to fatigue. * Tough: +1 bonus on Toughness saves. * Tough: +1 bonus on Toughness saves. * Trailblazer: Can move through any sort of natural surroundings at your normal speed, unimpeded by things like undergrowth, difficult terrain, snow, mud, and similar difficulties. Still affected by wind, rain, and other weather conditions, however. * Cure Poison: You can cure a subject of poison, eliminating any further effect. The Difficulty of the power check is the poison’s saving throw Difficulty (Full Round Action). * Widen Power: You can broaden the effect of one of your powers. When using powers that normally affect a single target, you can affect an area with a radius of up to twice your adept level in feet. The power affects all targets in the area normally. You must still meet any requirements for range, including mental contact, that the power requires. Make a single check and compare the results to each target in the area. Targets save individually against the power’s effects. The widened power’s fatigue Difficulty increases by +6. Powers: Power Rank: +15 Power Bonus: +19 (+15 Rank, +4 Wis) Animal Shapechanging (Fatiguing): You can change to assume the form of another animal, with a level no greater than your total level. The transformation lasts for one hour per adept level, but additional fatigue saves can be made maintain a form for another duration. Fatigue saves have a Difficulty of 15. If you are slain or knocked unconscious while using this ability, you revert to your original form. You gain the Strength, Dexterity, and Constitution scores of the new form, but retain your own Intelligence, Wisdom, and Charisma scores. You also gain the new form’s speed, feats specific to the animal, and qualities. You retain your own base combat bonus, base saving throws, and skills and feats (modified by your new ability scores). You also retain the use of skills, feats, and powers that do not require either speech or human-like movements to be performed. A shapechanger loses his or her ability to speak while in animal form because he or she is limited to the sounds that a normal, untrained animal can make. However, the shapechanger can communicate normally with other animals of the same general grouping as the new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) Any gear worn or carried melds into the new form and becomes nonfunctional. When the shapechanger reverts to his or her true form any objects previously melded into the new form reappear in the same location on his or her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the adept’s feet. You can freely designate the new form’s cosmetic qualities (such as hair color, hair texture, and skin color, for example) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but must fall within the norms for the new form’s species. You are effectively disguised as an average member of that species. If you use this ability to create a disguise, you get a +10 bonus on your Disguise check. Time: Animal Shapechanging is a standard action. Returning to the true form is also a standard action, which does not require a fatigue save. Beast Speech: You can communicate psychically with animals. You are able to ask questions of and receive answers from animals, although this power doesn’t make them more friendly or cooperative than normal. Furthermore, wary or cunning animals are likely to be terse or evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service that you ask of it. This power can also be used to speak with humans if the Animal Shapechanging power has been used to take the form of another animal. Time: Free action Body Control (Maintenance): You have great mental control over your body. You can make a Body Control power check for a number of different applications. * Sleeping: A successful power check allows you to sleep in difficult conditions, including bad weather, noise, buzzing insects, and so forth. Difficulty 5 for distractions being present; difficulty 10 for particularly difficult distractions. * Slow Breathing: You can deliberately slow your rate of breathing so that you consume less air, vital in situations where there is a limited amount of breathable air available. Difficulty 10 to reduce breathing to one-half normal; difficulty 15 for one-quarter normal. * Ignore Pain or Injury: You can ignore the effects of pain or injury while awake or asleep with a Difficulty 15 power check. If you choose, nothing can wake you, as long as you make a successful power check. Using the power power to ignore the effects of injury only applies to the −2 penalty to attacks and saves that comes from the wounded condition. All other effects of injury still apply. * Body Awareness: You can become very aware of your body while asleep or concentrating with a Difficulty 15 power check. This allows you to sense if you are touched or moved in any way while using Scrying, for example. If you are damaged, subtract the attack’s damage bonus from the Difficulty of the Body Control check. * Resist Fear: You can override your body’s natural response to fear. With a successful power check, Difficulty 15, you gain a new saving throw against any fear effect, with a +4 bonus. * Speed Recovery: You can speed your natural healing process with a Difficulty 15 power check, gaining a recovery check in half the normal time, so long as you spend that time in a deep, healing trance. * Willpower: With a Difficulty 15 power check, you can continue to act while disabled without your condition worsening to dying. You still suffer additional damage normally. * Feign Death: By exerting supreme control over your body, you can enter a deep trance almost indistinguishable from death. A Difficulty 20 power check must be made to achieve this state. A Notice check with a Difficulty equal to your power check is required to determine whether you are still alive. Effects that detect life still work on you. While in this state, you also suspend the effects of any disease or poison in your system for as long as you remain in the trance. * Overcome Disease or Poison: By concentrating for a full round, you can substitute your power check for your Fortitude saving throw against a disease or poison in your system. This usually means you can only use Body Control against the secondary effects of a disease or poison, unless it is slow acting and you are warned soon enough to use Body Control to resist the initial effects (in the Narrator’s judgment). Cure (Fatiguing): You can heal injuries by touch. With a full-round action, you can grant a subject an immediate Recovery check using your Cure power check result in place of their Constitution check. If the recovery check fails, you must wait the normal recovery time for that condition or expend a level of fatigue before trying again. You can stabilize a dying character with a Difficulty 10 power check. You can use Cure on yourself. You can’t cure your own staggered or unconscious conditions or stabilize yourself while dying, since you have to be conscious and able to take a full-round action to use Cure. You can use Cure on your own disabled conditions, but doing so is a strenuous action. If your Recovery check is successful, you suffer no ill effects. If it is not, however, your condition worsens to dying. The Cure power can be used to restore 1 point of Charisma damage with a Difficulty 15 power check. Each 5 points the check is exceeded by allows the adept to Cure another point of ability damage. Curing ability drain works the same way, only the base Difficulty is 20. Try Again: See above. Otherwise you can retry freely. Time: Cure is a full-round action. Cure Disease (Fatiguing): You can cure a subject of disease, eliminating any further effect. The Difficulty of the power check is the disease’s saving throw Difficulty. The Cure power can be used to restore 1 point of Strength or Intelligence damage with a Difficulty 15 power check. Each 5 points the check is exceeded by allows the adept to Cure another point of ability damage. Curing ability drain works the same way, only the base Difficulty is 20. Try Again: You get only one attempt to cure any given patient of a particular disease. If you fail, you must suffer a level of fatigue to try again. Time: Cure Disease is a full-round action. Herbalish Earth-Magic (Fatiguing, Maintenance/Concentration (Where indicated); Copyright Frank Reinart): The Herbalish druids of Bauter cultivate a special relationship with the earth beneath their feat, regarding the land as being alive. Unlike the elemental control magics of the Elder Magi or the various other types of human spell-magic, the Herbalish maintain this is more of a partnership between sentient beings (the planet having its own sentience), rather than a control imposed by the will of the druid. This partnership provides the druid with a number of different abilities he or she can call upon. In a few cases, the uses of these abilities require the presences of Standing Stones, sacred circles of stones raised by the Herbalish. These sites are rare, particularly outside of Bautar, and enemies of the Herbalish (particularly the Cener or the servants of the Darklords in modern times) will often attempt to destroy any that they encounter. As such circles cannot be raised and maintained within three miles of areas of substantial human civilization or development, that also makes these sites ever more rare. Under no circumstances can any Herbalish Earth-Magic be performed in the borders of lands subject to active, present corruption by the servants of Naar (i.e. The Darklands, Ixia, Ruel, the Hellswamp, etc.). Herbalish Earth-Magic can be performed in lands previously corrupted by the servants of Naar but not subject to active corruption, even if still corrupt (i.e. The Darklands after the fall of the Darklords, the Danarg, the Drakkarim nations of Northern Magnamund, Naaros, etc.). However, all power check and fatigue saves have a +10 Difficulty. Herbalish Earth-Magic grants the following abilities: * Messages From the Land: Once per day with 10 minutes of meditation, you can learn any three facts about the following: the ground or terrain, general minerals and presence of animals beneath the ground surface, or the general state of the land beneath the ground surface. This ability can be used in addition to the Nature Reading power, though the effects are similar (though more limited). This covers a 1-mile radius for every 5 points your power check exceeds Difficulty 10. * Protection of the Standing Stones (Maintenance): While within the Standing Stones, the Herbalish may channel the protective qualities of the earth beneath his or her feet. This channeling requires a standard action and a power check Difficulty 10. It can be maintained for as long as the druid wishes, so long as he or she does not leave the Standing Stones. So long as this Power is maintained, the druid has a +4 bonus to Toughness saving throws and Will saves (including fatigue saves), and Powers may be used as if the character was an Adept one level higher. * Tremorsense (Concentration): Making an Herbalish Earth-Magic power check with a Difficulty of 15, the Herbalish gains the Tremorsense trait with a range of 60 feet. For every 5 points the check exceeds Difficulty 15, the druid may add 5 feet to the range. * Earthquake: The Herbalish calls for an intense, but highly localized, tremor ripping through the ground around him or her. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The call requires a standard action and a power check with a Difficulty of 30. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. An adept must make a Concentration check (Difficulty 20) to use any powers that round. The earthquake affects all terrain, vegetation, structures, and creatures in an area with a radius of adept level times 10 feet. The specific effects depend on the nature of the terrain. - Cave, Cavern, or Tunnel: The roof collapses, inflicting +16 damage to any creature caught under the cave-in (Difficulty 15 Reflex save for half damage) and pinning them beneath the rubble. - Cliffs: Cliffs crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in its path suffers +16 damage (Difficulty 15 Reflex save for half damage) and is pinned beneath the rubble. - Open Ground: Each creature standing in the area must make a Difficulty 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a chance (16 or higher on a d20 roll) to fall into one (Difficulty 20 Reflex save to avoid a fissure). On the round after the quake, all fissures grind shut, crushing and killing any creatures trapped within them. - Structure: Any wooden or masonry structure standing on open ground is destroyed. Heavier stone buildings are damaged. Anyone caught inside a collapsing structure takes +16 damage (Difficulty 15 Reflex save for half damage) and is pinned beneath the rubble. - River, Lake, or Marsh: Fissures open underneath the water, draining it away from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Anyone in the area must make a Difficulty 15 Reflex save or sink down in the mud and quicksand. At the end of the round, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. - Pinned beneath Rubble: Any creature pinned beneath rubble takes +2 non-lethal damage per minute. Unconscious characters make a Difficulty 15 Constitution check each minute to avoid +2 lethal damage. * Raise Standing Stones: The Herbalish druid may spend 13 days raising a new set of Standing Stones. This requires 13 days, raising one stone per day, and the complete concentration of all Herbalish druids involved for the entire period. As many druids as are present can participate, so long as they all have the Herbalish Earth-Magic power. Each day, one druid participating must make the fatigue save with a Difficulty of 25. At the end of 13 days, one druid present must make a power check with a Difficulty of 25. If this is failed, one (and only one) other druid (and not the first one) can make a second attempt at a Difficulty 30. If both power checks fail, the creation of the Standing Stones fails. * Walk Through the Earth: With a move action power check Difficulty 15, a Herbalish druid may travel instantly from one circle of Standing Stones to any other within a range of adept level times 10 miles. Up to 20 pounds that is in physical contact with the Herbalish (including equipment, clothing, animals, etc.). Additional mass transported modifies the Difficulty as indicated below. The Herbalish may chose a specific set of Standing Stones to travel to within that range, if he or she knows of one. If not, the druid can identify the general direction her or she would like to travel in, and will be conveyed to the nearest circle to that direction (note: this may result in the druid traveling in a direction he or she may not wish if there are few circles of Standing Stones within reach). If no Standing Stones are within range, the attempt fails but the adept still must make a fatigue save. Additional 50 pounds: +5 Difficulty Additional 100 pounds: +10 Difficulty Additional 250 pounds: +15 Difficulty Additional 500 pounds: +20 Difficulty Additional 1,000 pounds: +25 Difficulty Additional 2,000 pounds: +35 Difficulty Time: See above.
Magical Beast Shapechanging Nature Reading: You are attuned to the flows of the natural world, able to read certain signs from it. You can learn the following: * With a Difficulty 10 power check, you can immediately (as a reaction) identify any animal or plant, or tell if water in a natural environment is safe to drink.
* With a minute of observation and a Difficulty 15 check, you can accurately predict the weather for one day for every 5 points you exceed the Difficulty.
* Once per day with 10 minutes of meditation, you can learn any three facts about the following: the ground or terrain, general plants, general minerals, bodies of water, people, general animal population, presence of animals (though not numbers or locations), presence of powerful unnatural creatures, or the general state of the natural setting. This covers a 1-mile radius for every 5 points your power check exceeds Difficulty 10. Time: See above. Vigil: You no longer require sleep and suffer no ill effects or penalties from lacking it. All you require is a few hours of restful meditation per day. You are still fully alert and aware during this period of meditation. Time: Free action Equipment Clothing: Heavy traveling clothing, silver sickle on belt, magical amulet around neck in a human shape Magical amulet grants the Endurance and Tireless feats, and this effect is retained even if the wearer takes a different form Backpack 1. Healing supplies (9 uses of Medicine skill) 2. Bedroll 3. Waterskin 4. Herbalist tools 5. Herbalist tools 6. Travel rations 7. Travel rations 8. Small cauldron Slingbag 1. Healing supplies (10 uses of Medicine skill) 2. 2 rolls of dried laumspur 3. 2 rolls of dried laumspur 4. 2 rolls of dried laumspur 5. Soap, and other small items (Sewing needle and thread, Fish hook and roll of line, Signal whistle) 6. Waterskin Belt pouch: Gold Crowns and Lune History History of Ilia Underwing • Because of short stature, tendency to not be taken seriously o As a result, has little patience for ignorant people (and gets snippety at them when their ignorance shows) o Pushed her to become the best she could possibly be • Doesn’t believe in killing/hurting without a purpose • Traveler/wanderer by nature – always feel that once she is finished helping in one place, she is needed somewhere else o Drive to help (not necessarily people) • Always felt affinity to animals o Would bring home “strays” to take care of as a child Animal Companions
Barn Owl (female) – Sage
Sage is the largest owl I have ever had the opportunity to heal. I came across her shortly after I was welcomed into druidic society. It was a colder evening, and I had been traveling for a short time, and so wasn’t more than a few days away from the Grand Grove. She was huddling on one of the lower branches of a tree, though still above my head. One of her beautiful snowy wings was dangling limp at her side, and her eyes were closed in what appeared to pain.
Though I knew she wouldn’t understand me, I called to her, telling her that I could help her, if she would let me. She opened her eyes suddenly, as if just noticing my arrival, and stared down at me with two big, black eyes set in a heart-shaped face. It felt as if she were staring into my very soul. In that one look, I knew with all the certainty in the world that she knew (though I’m not sure how) I was not going to hurt her, and that I wanted to help her. I immediately climbed the tree, somehow gathered her up, climbed back down. It didn’t take me long to get her [insert stuff here]. She had broken her wing, but not in any way that was irreparable, thank goodness. She continued to trust me throughout the healing process, and when I removed the final bandage and stepped away, she flapped her wings, hooted in joy, and took off into the sky. I can’t say I wasn’t happy to see her go, knowing that she probably wouldn’t have survived had I not found her, but it had been nice to have the company, while it lasted. I began cleaning up my camp, thinking I would not see her again.
I was incorrect. As I was ready to leave, I doused my fire and turned to continue on my way when I heard an indignant hoot behind me. The barn owl that I had treated was perched on a low branch, and staring at me as if to say, “Did you think you were going to be leaving without me?” I grinned, realizing her intent, and spoke again to her, as if she were able to understand, telling her that we wouldn’t be going very far, because we weren’t going to strain her wing. She blinked at me in agreement, and took off, flying slowly so that my land-bound self could keep up. From then on, I called my companion Sage, because she is one of the wisest creatures I know. Wolf (male) – Rogue
A half-starved, half-grown wolf pup wandered into my camp, growling and snarling, wanting the rabbit meat I had been preparing for my dinner. I knew instantly he wouldn’t hurt me, that he was only lost and scared, but I was not going to tolerate his behavior, hungry or not. I scolded him for acting in such a manner, and told him if he wanted me to share my dinner, trying to scare me was no way to get it.
If a wolf-face could look confused, it did. He thought for a moment, and then proceeded to lay down with his face between his paws, his big puppy eyes mournful, and whine an apology. The rest, as they say, is history. I assumed his mother must have been victim to an accident of some sort because as young as he was, there was little reason for him to be roaming on his own, trying to hunt. When I questioned him about it, though, he pretended to ignore me, so after a short while, I dropped it. He seemed content to stay with me, and I with him, although he still has a tendency make mischief by trying to frighten people, though I know he would never hurt anyone in an unprovoked manner. I call him Rogue because of this, because the people that he generally frightens are people I’m trying to help. But he does more good than harm; more times than one in my travels he has protected me from those who would have otherwise done me harm. We are a pack, and we work well together. I don’t think it was mere coincidence that brought us together that night. Western Screech Owls (twins, male and female) – Rhia (female) and Peep (male)
I noticed Rogue’s ears flick back one day as we were walking through an older forest between towns. I looked up at Sage, who had paused on a branch above me, to see her eyes trained on a spot diagonally backwards from the path I was taking. When I focused my senses in the direction they had indicated, I heard a screeching racket. Making off towards the noise, I crept forward until I could see what was causing it. Twelve feet above the ground, a branch stuck out from the trunk of a tree. On this branch, next to a hole in the trunk, stood a marten, teeth bared. What drew my attention was the grey, feathery flash of screeching fury attacking the marten. Another glance showed a second feathery body, this one unmoving, at the base of the tree. I hesitated for a moment, not wanting to interfere. Normally I didn’t in these types of situations, but for some reason, I felt compelled to help the owl. I drew my dagger, intending to scare away the marten away from what I assumed to be the owls’ nest.
That second of hesitation was too long. I heard a screech mingled with a scream as a tumble of brown and grey fell from the branch and smashed into the ground. I rushed over, but it was too late. A tangle of talons had done too much damage to the throat of the marten, which, in turn, had its jaws locked around the body of the little owl. There was no life in any of the eyes, so I scaled the tree to look in the hole that was the heart of the confrontation. What I saw first confused me, but then filled me with concern. Staring back at me, I saw four huge orbs in a sea of speckled, grey fluff. As I peered in, they seemed to grow larger, and started snapping their beaks. I pursed my lips and, without hesitation this time, reached in and scooped them into my pouch before they realized what had happened. I felt partially responsible for the death of at least one of their parents, so I decided to take it upon myself to care for them until they could do it themselves.
I can’t tell you how I know that one is male and the other is female, but somehow, I knew it to be true from the very beginning. Rhia is the assertive female, prone to jealousy when she deems there is not enough attention given to her and very outspoken when she chooses to be. Peep is the calm, gentle one that is content to sit in the background while his sister says her piece. Truly opposites, I call them twins for irony’s sake, even though they only brother and sister. Since they were raised by a human, they have no fear of them (and perhaps even consider themselves "human"), and can be very "tame" when meeting new people. This comes as a surprise, more often than not, to the people they are meeting.
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Post by Castiel on Apr 12, 2011 5:15:01 GMT
Castiel Radan Background: Elementalist Role(s) - Level(s): Adept - 13 Allegiance: Good Virtue/Vice: Generous/Capricious Conviction: 9 Height: 5’7” Weight: 145 lbs. Movement Ground: 30 feet Movement Air: 80 feet Age: 26
Abilities Str: +0 Dex: +1 Con: +1 Int: +4 Wis: +2 Cha: +0
Core Ability: After The Adept has failed a Fatigue save, he or she can spend a point of Conviction to treat the die roll as though it had been a 20.
Saving Throws[/u] Toughness Save: +1 (+1 Con, +0 Feat, +0 Armour) Fortitude Save: +5 (+4 Base, +1 Con, +0 Feat) Reflex Save: +5 (+4 Base, +1 Dex) Will Save: +12 (+8 Base, +2 Wis, +2 Feat)
Power Rank: +16
Languages Vassa, Terra, Aspire, Aqua, Ignis, Trade, Eastern Vaderish
Combat Initiative: +5 (+1 Dex, +4 Feat) Base Combat Bonus: +6 Attack Bonus: +7 (+6 Combat, +1 Dex) Defense: 17/17 (10 Base, +6 Combat, +Choice of Dodge/Parry) Dodge: +1 (+1 Dex) Parry: +0 (+0 Str)
Armour: None → No Feat
Weapons: Weapons: (Attack Bonus | Damage Bonus | Critical | Range| Size | Weight ) Masterwork (+2/-) Quarterstaff: +7 | +1 | 20/+3 | 10 feet | Large | 4 lb.
Skills Armour Check Penalty: -0 Acrobatics: NT (0 Ranks, +1 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10) Bluff: +0 (0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Climb: +5 (5 Ranks, +0 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Concentration: +17 (13 Ranks, +2 Wis, +2 Feat) (Untrained?: Yes) (Take 10/20?: No) Craft ( Sketching ): 12 (8 Ranks, +4 Int) (Untrained?: No) (Take 10/20?: 10/20 for repair) Diplomacy: +8 (8 Ranks, +0 Cha, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10) Disable Device: NT (0 Ranks, +4 Int) (Untrained?: No) (Take 10/20?: 10/20) Disguise: +0 (0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Drive: NT (0 Ranks, +0 Dex) (Untrained?: No) (Take 10/20?: 10) Escape Artist: +1 (0 Ranks, +1 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 20) Gather Information: +5 (5 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Handle Animal: +0 (0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10/20) Intimidate: +0 (+0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Jump: +5 (5 Ranks, +0 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Knowledge ( Alchemy ): +7 (3 Ranks, +4 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Anari Current Events ): +11 (7 Ranks, +4 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Anari Geography ): +10 (6 Ranks, +4 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Firalond Geography ): +9 (5 Ranks, +4 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Elements ): +18 (12 Ranks, +4 Int, +2 Feat) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Magic & Arcana ): +16 (10 Ranks, +4 Int, +2 feat) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Vassa History ): +8 (4 Ranks, +4 Int) (Untrained?: No) (Take 10/20?: 10/20) Language: See Below. (7 Ranks) (Untrained?: No) (Take 10/20?: No) Medicine: NT (0 Ranks, +2 Wis) (Untrained?: No) (Take 10/20?: 10/20) Notice: +11 (9 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: 10/20) Perform: ( xxx ): +1 (0 Ranks, +0 Cha) (Untrained?: Yes) (Take 10/20?: 10) Ride: +6 (5 Ranks, +1 Dex) (Untrained?: No) (Take 10/20?: 10) Search: +4 (0 Ranks, +4 Int) (Untrained?: Yes) (Take 10/20?: 10/20) Sense Motive: +11 (7 Ranks, +4 Wis) (Untrained?: Yes) (Take 10/20?: 10) Sleight of Hand: +1 (0 Ranks, +1 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10) Stealth: +1 (0 Ranks, +1 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Survival: +8 (6 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: 10) Swim: +6 (6 Ranks, +0 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Wealth and Reputation Wealth: +11 Professional Skill: Sketching Reputation: +4
Background[/u] Anarian Magician Starting Language: Vassa Bonus Skills: Diplomacy, Knowledge ( Magic & Arcana ) Bonus Feats: Iron Will, Talented ( Diplomacy and Gather Information) Favored Feats: Mental Fortitude, Well-Informed
Level 1 Wind Shaping You can shape and direct the wind. You can make the wind blow in a certain direction and change its speed. The new wind direction and speed last as long as you choose to maintain them. Changing them requires another use of this power. You can affect the winds in a 40-foot radius per adept level. You can create an area of calm air, up to 80 feet in diameter, at the center of the winds, if you wish, and you can limit the winds to an area less than the maximum for your level.
Water Shaping You can shape and direct the flow of water. Splash: You can cause as much as 10 gallons of water per Water Shaping rank to leap in an arc up to 10 feet per adept level. Hitting a creature with this watery arc requires a ranged attack roll. The creature must make a Fortitude save or be dazed for one round (taking no actions but defending normally). The splash also douses flames with a damage bonus less than your Water Shaping rank.
Earth Shaping You can shape and move earth and stone. Earth Shaping does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and topography. This effect cannot be used for tunneling and is too slow to trap or bury creatures unless they are helpless the entire time the earth is moved.
Fire Shaping You can mentally start and control fires. You can make a Fire Shaping check to ignite a fire, to increase the size of an existing fire, or to create light but not heat.
Level 2 Elemental Blast Your can strike a foe with a focused blast of elemental force. Your Elemental Blast is a normal ranged attack with a range increment of adept level x 10 feet and a maximum range of ten increments (adept level x 100 feet).
Level 3 Improved Initiative You get a +4 bonus on initiative checks.
Level 4 Well-Informed You are exceptionally well informed. When encountering an individual, group, or organization for the first time, you can make an immediate Gather Information check as a reaction to see if your character has heard something about the subject. This takes the place of a normal Knowledge check (if any). Use the guidelines for Gather Information checks to determine the level of information you gain, and the guidelines for Knowledge checks for the sorts of questions you can answer.
Level 5 Wind Walking You can “walk” on air at a speed of 5 feet times your power rank, with perfect maneuverability. The effect ends when your feet touch the ground. Wind Walk is fatiguing (make the fatigue save when your use of this ability ends). If you stop maintaining the power for any reason, you fall.
Level 6 Water Breathing You can cause a single creature you touch to be able to breathe water freely for 2 hours per adept level. A separate use of this power is needed for each new target. This power does not make creatures unable to breathe air.
Level 7 Widen Power You can braoden the effect of one of your powers. When using powers that normally affect a single target, you can affect an area with a radius of up to twice your adept level in feet. The power affects all targets in the area normally. You must still meet any requirements for range, including mental contact, that the power requires. Make a single check and compare the results to each target in the area. Targets save individually against the power’s effects. The widened power’s fatigue Difficulty increases by +6.
Level 8 Summon Elemental You can summon an elemental, a spirit that animates a particular element. This requires a check using the appropriate Shaping supernatural power for that element (Water Shaping for water elementals, Fire Shaping for fire elementals, and so forth) with a Difficulty equal to 10 + twice the elemental’s level. Summoning a 5th-level elemental is Difficulty 20, for instance. Summon Elemental is fatiguing (Difficulty 10 + the elemental’s level). The summoned elemental does your bidding for a number of rounds equal to your adept level before disappearing, leaving behind only the now-inert element it used for its body. You must have some amount of the desired element nearby to summon an elemental of that type.
Level 9 Talented Concentration & Knowledge (Elementals) Choose two known and related skills, such as Survival and Stealth or Acrobatics and Climb, or two specialties from a specialty skill, such as Craft or Knowledge. You gain a +2 bonus with both skills. You can take this feat multiple times. Each time it applies to two different skills.
Level 10 Empower You can increase the effective rank of your powers, putting more of your energy and will behind them. For each effective rank you add to a power, increase the fatigue Difficulty of using it by +2. You cannot empower a power by more than +5 ranks (for +10 to the fatigue Difficulty).
Level 11 Elemental Resistance Earth You can resist the effects of an element you’re able to shape. Choose a Shaping power you possess. You have a bonus on all saving throws against harm from its element equal to your adept level, and suffer only non-lethal damage from the element so long as you are conscious and capable of exerting the minimum will required to resist the element’s effects. Water Shaping also grants Acid Resistance, and Wind Shaping also grants Electrical Resistance.
Level 12 Psychic Shield You can shield your mind from psychic influences. When you are the target of a power granting a Will saving throw, make a Psychic Shield check. The attacker must make a power check using the attacking power. If your check result is higher, the power fails. If the attacker’s result is higher, the power affects you normally, but you still get your normal saving throw.
You may choose to voluntarily lower your Psychic Shield if you wish. This is a free action, and you can raise it up again as a free action. Otherwise, your shield is always active, even if you are unconscious or sleeping.
Level 13 Fire Mastery You have complete mastery of any flames under your control. You are immune to damage from any flame controlled or sustained by your Fire Shaping supernatural power
Equipment list
Melee Weapons / Walking stick: Quarterstaff - masterwork
Armor: No armor feat
Backpack (empty)
In Backpack: Ink (vile) Inkpen Book (400 pages) Waterskin Paper (4 sheet) Potion of Alether Potion of Laumspur (2) Fireseed Silver comb Brass whistle Hourglass Spyglass Pipe box of pipe weed
Clothing (In saddle pack): Explorers outfit Courtier's outfit (Tahouese) Cold weather cape City use noble clothing.
Animal: Horse with saddle and saddle packs Pack Mule with saddle packs
Saddle packs: Oil (1 pint flask) Shovel Tinderbox Rope, Silk (50 ft.) Towel Fragrant soothing oil Soap Empty Jar with a lid Candles, dozen Lantern, bullseye Rations, trail (3 day) Feed (6 day) Flint and Steel Bed Roll Blanket Tent
Background for Castiel
Castiel's mother, Alantra was a student under Chiban, the famous Tahouese magician. He was born while his mother was training in the city of Tahou. The father was unknown and Chiban was kind enough to teach his mother while, Chiban's wife, Lortha watched after Castiel. Growing up in this household Castiel was shown to have the same abilities as his mother and brought up in Chiban's teachings. A fateful day came when Castirl's mother died and he promptly became adopted into Chiban's house with open and warm arms. Castiel trained with many other students as his skills grew with summoning elementals. When Chiban could teach Castial no more he was discharged into the world to develop his skills with magic.
Castiel found that practicing magic in a practical manner suited his growth in the fields of magic. He traveled around helping where he could. Using his skills with summoning he was able to help out towns that were hit by war, poverty and other unfavorable conditions. When summoning the elementals Castiel took an interest in studying them. Carrying around a book, he would sketch the apparition's and take note of their behavior and how they interacted with the environment.
In his travels Castiel hopped to make a name for himself among others of his elemental skill. Castial's goal is to start up a guild directed to the uses of elemental magic. Hoping this would be a place where students could hone in their skills and advance beyond what their mentors had taught them.
Castiel's first adventure was within of the Republic of Anari. He helped create earthen fortifications around cities and outposts so that they may resist the Vassagonia empire. Castiel hoped to to use his skills to help the empire defend itself and battle back the Vassagonian blight. During times of Vassagonia raids Castiel showed his might through his power of fire and pyromancy, he hoped that the Vassagonians would recognize him as a thing of fear among their empire.
Impressed with his abilities a Firalond noble named Aetos Galanis approached Castiel to recruit him for safe passage back to Firalond. Castiel used his abilities to create encampments, changing the terrain so that it might be cross able, putting wind in the sales of ships and creating favorable tides. This act of kindness won Castiel a new friend in the realm of Firalond. This noble had an interest in alchemy to which Castiel and Aetos compared their worlds with the elements and shared their insights.
With the attack on Tahou imminent Castiel returned home to protect his home city. Castiel made fortifications and prepared to give the Vassagonians hell. Through the fighting he caught a glimpse of The Zakhan as Lone Wolf fought him off. After this battle Castiel stayed within the city to help with repairs of his home town.
Castiel's Special items (Kalte Firesphere)
Castiel arrived in Zilla due to some business that he promised to conduct for a friend. He heard through the grapevine that people have been disappearing over the Anari pass. These roumors grew into fears causing trade to stop over the pass. The situation had to be repaired before leaving the area. Traveling up and through the Anari pass Castiel followed some leads he had heard about surprise attacks or ambushes from monsters or thieves. No one could keep there stories straight, Castiel felt that few might have lived to tell the real tale. Traveling up and through the pass he came upon a wreckage of a caravan with men picking through its contents. Thinking that he found the root of the problem, Castiel confronted the men. The men turned to face him but immediately dropped their riches and ran. Turning to face what ever scared the men away, he got knocked unconscious.
Castiel awoke in a dark hole with someone pouring water in his mouth. “Its alright my friend, we survive for now. But the beast, he returns”. Castiel in his weary state felt claws grip at him as he was pulled out of the hole and brought into a magnificent stone hallway with a thrown sitting at the end. As the creature flew over to take its thrown, Castiel saw his capture. The creature has haunches of a lion, the wings of a great bird, and the face and breast of a woman. A breath caught in Castiel's throat “A Sphinx.” he whispered. The Sphinx looked at him and its voice boomed “You have one opportunity to save your life and prove your existence worthy. Otherwise you will be my meal”. Castiel drew himself up and stood to face his challenge.
The Sphinx boomed again "At night I come without being fetched, by day I am lost without being stolen. What am I?". Castiel took a moment to think, looking at the riddle backwards and forwards He smiled at the creature and with a calm answer responded “You are the Stars”. The Sphinx growled and nodded at Castiel. ”You are correct, leave with your life”. Castiel could not leave the other man with this creature, so he asked the Sphinx a question. “It is my turn to decide if you are worthy of living.” Taking a deep breath and a huge risk, Castiel asked his question “What happens when the unstoppable force meets the immovable object?” The Sphinx looked at him in puzzlement, but started to pace the room thinking of the answer. The creature became more intent on the question as he walked up and down the stone hallway.
Castiel took this opportunity to flee back to the hole where the mysterious man had resided. He casted a spell to move the earth to the top of the hole so the man to get out, then the both of them fled the cave. Castiel turned to the mouth of the cave and raised the earth to seal the Sphinx inside. The mysterious man was impressed by the bravery and abilities that Castiel had sown. Looking at him he described who he was. “I am Feryon, the apprentice of Decro Zartu. I had been set upon a journey to Tahou before my capture. Your powers of the elemental arts are very well suited to an item I have brought on this journey with me. Seeing you can take on a Sphinx's riddles I believe you could crack the mystery of the Kalte Firesphere for Loy-Kymar.” Feryon took a small ceramic sphere and handed it to Castiel. "Loy-Kymar collected a hand full of these items while traveling up north, he is looking for the best and brightest to find what ties this elemental to this plane. I believe you could be the one to solve this mystery." With that the two proceeded back to Tahou.
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Post by Lorenic on Apr 13, 2011 4:55:55 GMT
Lorenik Torague Background: Warrior/Expert Role(s) - Level(s): Warrior 11 – Expert 2 Allegiance: Good Virtue/Vice: Industrious/Insensitive Conviction: 9 Height: 6' Weight: 190 lbs Movement: 30 feet Age: 28
Abilities Str: +3 Dex: +1 Con: +2 (+1 Tough as Nails for checks) Int: +0 Wis: +0 Cha: +2
Core Ability: Determination: A warrior can spend a point of Conviction to immediately erase all bruised and hurt damage conditions (and their associated penalties).
Saving Throws Toughness Save: +6 (+2 Con, +1 Feat, +3 Armour) Fortitude Save: +10 (+7 Base, +2 Con, +1 Feat) Reflex Save: +5 (+4 Base, +1 Dex) Will Save: +4 (+4Base)
Combat Initiative: +1 (+1 Dex) Base Combat Bonus: +12 Attack Bonus: +13 (+7 Combat, +1 Dex) Defense: 23/25 (10 Base, +12 Combat, +Choice of Dodge/Parry) Dodge: +1 (+1 Dex) Parry: +3 (+3 Str)
Armour: Chainmail, Vambraces and Greaves(+3 Toughness Bonus, 50 lbs.) [/b]
Weapons: (Attack Bonus | Damage Bonus | Critical | Range) Polearm ( +13 attack, +6 damage, 19-20/+4 Crit, 0 range modifier.)
Skills Armour Check Penalty: -0 Bluff: +2 (0 Ranks, +2 Cha) (Untrained?: Yes) (Take 10/20?: 10) Climb: +3 ( +3 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Craft ( Cook ): NT (11Ranks) (Untrained?: No) (Take 10/20?: 10/20 for repair) Search: +0 ( 0 Ranks, +0 int)(Untrained:Yes)(Take 10/20?: 10) Diplomacy: +10 (8 Ranks, +2 Cha) (Untrained?: Yes) (Take 10/20?: 10) Disguise: +2 (0 Ranks, +2 Cha) (Untrained?: Yes) (Take 10/20?: 10) Gather Information: +7 (5 Ranks, +2 Cha) (Untrained?: Yes) (Take 10/20?: 10) Intimidate: +16 (+14 Ranks, +2 Cha) (Untrained?: No) (Take 10/20?: 10) Jump: +7 (2 Ranks, +3 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Knowledge ( Geography ): +5 (4 Ranks, +1 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Tactics ): +9 (9 Ranks) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Trade:Commerce ): +11 (8 Ranks, +3 feat) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Stornlands Geography ): +8 (6 Ranks) (Untrained?: No) (Take 10/20?: 10/20) Language: See Below. (1 Rank) (Untrained?: No) (Take 10/20?: No) Notice: +9 (9 Ranks) (Untrained?: Yes) (Take 10/20?: 10/20) Perform ( xxx ): +2 (0 Ranks, +2 Cha) (Untrained?: Yes) (Take 10/20?: 10) Ride: NT (0 Ranks, +1 Dex) (Untrained?: No) (Take 10/20?: 10) Sense Motive: +5 (5 Ranks) (Untrained?: Yes) (Take 10/20?: 10) Sleight of Hand: +1 (0 Ranks, +1 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10) Stealth: +1 (6 Ranks, +1 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10) Survival: +5 (5 Ranks) (Untrained?: Yes) (Take 10/20?: 10) Swim: +3 (0 Ranks, +3 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Languages: Eastern Vaderish, Trade
Wealth and Reputation Wealth: +12 Professional Skill: Commerce Reputation: +4
Feats: * Weapons training: You’re trained in the proper use of martial weapons. Characters lacking Weapon Training suffer a –4 penalty on attack rolls with martial weapons.
* Heavy Armor Training: Your trained in the use of heavy armor. No penalties to movement while wearing heavy armor.
* Light Sleeper: You do not suffer the +10 Difficulty modifier to Notice checks for being asleep. This means you’re much less likely to be caught by surprise while sleeping. You can also act normally immediately upon waking. Other characters are normally dazed for one round after waking (taking no actions, but defending normally).
*Startle: You can make an Intimidate check rather than a Bluff check to feint in combat. Targets can resist with Intimidate, Sense Motive, or Will and gain a +1 bonus on their resistance check per each additional startle attempt against them in the same encounter.
*Armor training Light: Your trained in the use of light armors. No penalties to movement while wearing light armor.
*Shield training: You’re trained in the proper use of shields in combat. You can use a shield and take only the standard penalties. Characters lacking Shield Training take a penalty on attack rolls and on Strength- and Dexterity-based checks equal to the shield’s bonus.
*Endurance: You gain a +4 bonus on Swim checks to avoid becoming fatigued, and +4 on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments.
*Tough: Your Toughness save bonus increases by +1. You can take this feat multiple times and its benefits stack, up to a maximum +5 bonus to your Toughness saves. This bonus stacks with any worn armor or other protection.
*Tough as Nails:You gain a +1 bonus to all Constitution checks and Fortitude saves.
*War Cry:Once, at the beginning of any battle, you may make an Intimidate check as a free action with a +2 bonus. The bonus increases to +4 if you are charging. Allies with this feat can aid you (see Aid in True20 Adventure Roleplaying, in Chapter 1: Introduction and Chapter 6: Playing the Game).
*Fearsome Presence:You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat. Anyone within (Intimidate rank × 5) feet able to interact with you must make a Will save (Difficulty 10 + 1/2 your Intimidate skill rank) or become shaken. If the save fails by five or more, the subject flees from you. If the save fails by ten or more, the subject panics, dropping any held items and fleeing from you as quickly as possible.
*Fearless:You are immune to fear effects of all sorts. You automatically succeed on any saving throw against a fear effect, but you must succeed on a Difficulty 10 Will save to flee a battle.
*Diehard:When your condition is reduced to dying, you automatically succeed on the Constitution check to stabilize on the following round. Further damage can still kill you.
*Improved Critical (Polearm): Your critical threat range with a particular attack is doubled. An attack that normally threatens a critical on a natural 20 instead threatens a critical on a 19 or 20, an attack that normally threatens a critical on a 19 or 20 instead threatens a critical on 17–20, and so forth. You can take this feat multiple times. Each time it applies to a different attack.
*Move by action:When taking a standard action you can move both before and after the action, provided your total distance isn’t greater than your movement speed.
*Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you get a +4 bonus to your Jump check.
*Well Informed: You are exceptionally well informed. When encountering an individual, group, or organization for the first time, you can make an immediate Gather Information check as a reaction to see if your character has heard something about the subject. This takes the place of a normal Knowledge check (if any). Use the guidelines for Gather Information checks to determine the level of information you gain, and the guidelines for Knowledge checks for the sorts of questions you can answer. See Chapter Two: Skills for details. You receive only one check per subject, although the Narrator may allow another upon encountering the subject again once significant time has passed.
*Skill focus(Commerce): Choose a known skill. You get a +3 bonus on all checks involving that skill. You can acquire this feat multiple times. Each time you do, it applies to a different known skill.
Equipment
Clothing: Merchants outfit Mercenary outfit "Fine" Overcoat and Leggings Temperate cloak (spoil of battle, magic item)
"Temperate Cloak" This cloak has the ability to nullify all weather effects, minus 20 mile+ hour winds. Snow, sleet, rain, hail all bend around the cloak and its wearer. Also within its confines, the temperature never changes, it is a pleasant 72 degrees F. The cloak also changes color to the weather it is nullifying. A gray, dreary, snowy day was reflected as drab gray, where the summer sun and 100 degree temperature would be reflected as bright yellow.
Backpack 1 Ink Ink-pen Candles, Dozen Bedroll 2 water skins Rations, Trail (3day) Flint and Steel Paper (10 sheets) Lantern (hooded) Pack mule 1 Saddle pack 1 1. Spyglass 2. Rope Silk 50ft 3. Cast Iron pot 4. Toolkit 5. Pipeweed 6. Book (begginers guide to mercantilism) Saddle pack 2 1. Spices 6lbs 2. Exotic spices 1lbs 3. Chainmail, greeves, vanguards Pakc Mule 2 Saddle pack 1 1. Clothing 2. feed for 4 days
History History of Lorenik Torague Joined mercenary company at age 16
Became expert cook to trade for other skills during his stay in the company.
After a gruesome battle, due to lack of other command, became expert in stornlands geography officer.
Left the company some years after due to corruption of officials and lack of pride as a company.
Wishes to start his own mercenary company through profits as a spices merchant.
Doesn’t believe in killing without a purpose/goal. Always trying to find better ways to improve upon himself and things he seems inefficient. Can be very unaware of people feelings when a goal needs accomplishing. While an intimidating person, does not actively try to be intimidating unless stressed or threatened.
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Post by Rolph on Apr 26, 2011 0:34:21 GMT
Rolph Morrigan Background: Lencian Sailor Role(s) - Level(s): Warrior 9 - Expert 4 Allegiance: Good Virtue/Vice: Honorable/Naive Conviction: 9/9 Height: 5’ 10” Weight: 180 lbs. Movement: 30 feet Age: 47 Abilities Str: +2 Dex: +2 Con: +2 Int: +2 Wis: -1 Cha: +1 Core Ability: Determination - A warrior can spend a point of Conviction to immediately erase all bruised and hurt damage conditions (and their associated penalties). Saving Throws Toughness Save: +6 (+2 Con, +2 Feat, +2 Armour) Fortitude Save: +9 (+7 Base, +2 Con) Reflex Save: +6 (+4 Base, +2 Dex) Will Save: +4 (+5 Base, -1 Wis,) Combat Initiative: +2 (+2 Dex) Base Combat Bonus: +12 Attack Bonus: +14 (+12 Combat, +2 Dex) Defense: 26/26 (10 Base, +12 Combat, +2 Shield, +Choice of Dodge/Parry) Dodge: +2 (+2 Dex) Parry: +2 (+2 Str) Armour: Masterwork studded leather armour (+2 Toughness Bonus, 20 lbs.) Masterwork medium wooden shield (+2 Defense, 10 lbs.) Weapons: (Attack Bonus | Damage Bonus | Critical | Range) Masterwork (enchanted?) sword: +17 | +3 | 19-20/+3 | N/A Masterwork (+1/-) dagger: +15 | +1 | 19-20/+3 | 10 feet Skills Armour Check Penalty: -1 Acrobatics: NT (0 Ranks, +2 Dex, -1 Armour) (Untrained?: No) (Take 10/20?: 10) Bluff: +1 (0 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Climb: +9 (8 Ranks, +2 Str, -1 Armour) (Untrained?: Yes) (Take 10/20?: 10) Concentration: -1 (0 Ranks, -1 Wis) (Untrained?: Yes) (Take 10/20?: No) Craft ( xxx ): NT (0 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20 for repair) Diplomacy: +11 (10 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Disable Device: NT (0 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20) Disguise: +1 (0 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Drive: +12 (10 Ranks, +2 Dex) (Untrained?: No) (Take 10/20?: 10) Escape Artist: +1 (0 Ranks, +2 Dex, -1 Armour) (Untrained?: Yes) (Take 10/20?: 20) Gather Information: +8 (7 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Handle Animal: +1 (0 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10/20) Intimidate: +1 (0 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Jump: +6 (5 Ranks, +2 Str, -1 Armour) (Untrained?: Yes) (Take 10/20?: 10) Knowledge ( Commerce ): +14 (12 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Sea Lore ): +18 (16 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20) Knowledge ( Tentarias Geography ): +7 (5 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20) Language: See Below. (2 Ranks) (Untrained?: No) (Take 10/20?: No) Medicine: NT (0 Ranks, -1 Wis) (Untrained?: No) (Take 10/20?: 10/20) Notice: +9 (10 Ranks, -1 Wis) (Untrained?: Yes) (Take 10/20?: 10/20) Perform ( xxx ): +1 (0 Ranks, +1 Cha) (Untrained?: Yes) (Take 10/20?: 10) Ride: NT (0 Ranks, +2 Dex) (Untrained?: No) (Take 10/20?: 10) Search: +9 (7 Ranks, +2 Int) (Untrained?: Yes) (Take 10/20?: 10/20) Sense Motive: -1 (0 Ranks, -1 Wis) (Untrained?: Yes) (Take 10/20?: 10) Sleight of Hand: NT (0 Ranks, +2 Dex, -1 Armour) (Untrained?: No) (Take 10/20?: 10) Stealth: +1 (0 Ranks, +2 Dex, -1 Armour) (Untrained?: Yes) (Take 10/20?: 10) Survival: +9 (10 Ranks, -1 Wis) (Untrained?: Yes) (Take 10/20?: 10) Swim: +9 (9 Ranks, +2 Str, -2 Armour) (Untrained?: Yes) (Take 10/20?: 10) Languages: Western Vaderish, Eastern Vaderish, Trade, an Aluvian language, Vassa Wealth and Reputation Wealth: +18 Professional Skill: Knowledge (Sea Lore) Reputation: +4 Feats: * Armor training (light): You're trained in the use of light armors. No penalties to movement while wearing light armor. * Attack focus (sword): +1 to all attack rolls with a sword. * Attack specialization (sword): +1 damage with a sword. * Endurance: +4 bonus on Swim checks to avoid becoming fatigued; +4 on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments. * Greater Attack Focus (sword): +1 to all attack rolls with a sword. * Greater Attack Specialization (sword): +1 damage with a sword. * Inspire (Awe): The subjects are overcome with your presence. They are dazed (taking no action, but defending normally) for one round. On each of the following rounds, subjects can make a Will save (with a cumulative +1 bonus for each save) to shake off their awe and act normally. * Inspire (Competence): Subjects are better able to focus on the task at hand, gaining a +2 bonus on all skill checks. (*) * Inspire (Courage): The subjects overcome fear and doubt. They gain a +1 bonus on saves against fear and doubt and a +1 bonus on attack rolls and damage. This bonus increases to +2 when you are an 8th level expert, +3 at 14th, and +4 at 20th. * Light sleeper: You do not suffer the +10 Difficulty modifier to Notice checks for being asleep. This means you’re much less likely to be caught by surprise while sleeping. You can also act normally immediately upon waking. Other characters are normally dazed for one round after waking (taking no actions, but defending normally). * Shield training: You’re trained in the proper use of shields in combat. You can use a shield and take only the standard penalties. Characters lacking Shield Training take a penalty on attack rolls and on Strength- and Dexterity-based checks equal to the shield’s bonus. * Skill mastery (Climb, Drive, Jump, Swim): Choose four skills you can take 10 with even under pressure. * Slow fall: You can slow your fall by 10 feet per two expert levels. * Stunning attack: When you make an unarmed attack, you may choose not to inflict normal damage. Instead, the target makes a Fortitude save against a Difficulty of 10 plus your unarmed damage bonus. A successful save results in no effect. A failed save means your target is dazed for one round. Failure by 5 or more means the target is stunned for one round, and failure by 10 or more renders the target unconscious. * Tireless: Suffer no penalties from being winded or fatigued, although fatigue levels still gained normally. This feat has no effect on exhaustion or unconsciousness due to fatigue. * Tough: +1 bonus on Toughness saves. * Tough: +1 bonus on Toughness saves. * Weapon training: You’re trained in the proper use of martial weapons. Characters lacking Weapon Training suffer a –4 penalty on attack rolls with martial weapons. Equipment Clothing: Studded leather armor, explorer's outfit (a white tunic, black breeches, leather boots).
Backpack 1. Spyglass (? lbs.) 2. Trail rations (? lbs.) 3. Trail rations (? lbs.) 4. Trail rations (? lbs.) 5. Waterskin (full) (4 lbs.) 6. Potion of Laumspur (2 lbs.) 7. Potion of Laumspur (2 lbs.) 8. Lantern, bullseye (full) (? lbs.) Belt pouch: Gold Crowns and Lune
Special items: Flint and steel Signal whistle
History History of Rolph Morrigan [to be added later, along with the background story for my sword]
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