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2 years ago  ::  Apr 22, 2011 - 6:10AM #1
Mysteria
Date Joined: Oct 4, 2003
Posts: 7,269


Introduction

It’s been nearly a month since Venture-Captain Drandle Dreng, a  decrepit yet well-respected Pathfinder, instructed you to meet him  dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound  merchant vessel and gave you a series of quick, stern instructions. “One  of my good friends, a merchant in the Varisian outcast’s haven known as  Kaer Maga, sent me a very strange letter, which I need you to  investigate. The merchant—his name is Horis Collgardie—tells me that the  residents of Kaer Maga are very upset about the Society’s plan to build  a lodge in their city and even further upset that the agents we sent  are making trouble, stirring up the delicate balance of power that  exists in the so-called City of Strangers. The trouble is, not the  Decemvirate or any venture-captain I can find gave the okay to build a  lodge there. We know it would be folly to do so—at least right now—and  so this idea that Collgardie has that the Society is there and doing  just that is worrisome. In a few weeks time, you’ll be in Korvosa. From  there, book passage on a river ship for Harse, then travel overland to  the road’s end at the cliffs below Kaer Maga—the so-called Twisted Door.  There you must pay the Duskwardens to escort you through the Halflight  Path to reach Kaer Maga. Once inside the city, find Collgardie and find  out what he’s talking about. If there are Pathfinders in the city  founding a lodge, tell them I order them to stop at once. If this is  some kind of ruse, get to the bottom of it and do what you can to keep  our Society’s good name in Kaer Maga—we may not be completely welcome  there, but neither are we unwelcome. Let’s keep it that way. Any  questions?”


Current Party:


Timmeh: Jair, Leader, Half-Elf Bard, Andoran, unaligned to good

Kazun: Vark the Shark, Striker, Half-Orc Rogue, Taldor, Unaligned

Cailte: Norovia Thrune, Striker, Human Warlock, Cheliax, unaligned

ecla: Cholin, Defender, Human Warden, Andoran, Unaligned


jarveth 2: Khaled, Controller, Human Wizard, Osirion, good


Alustaerial: Wrath, Defender, Half-Orc Fighter, Osirion, unalinged



setting Show

Golarion



Golarion is the home world of Paizo Publishing’s Pathfinder   Chronicles Campaign Setting. On Golarion, a time of lost prophecies   grips the world, bringing with it an unending maelstrom, a tear in the   fabric of reality, a surge of diabolism, and the endless threat of war.   Yet all is not lost, for these dark times provide ample opportunity for   adventure and untold heroism. As a member of the Pathfinder Society,   this era represents the single greatest period in Golarion’s history to   be a vagabond explorer, a delver of the world’s deepest dungeons, or   even a scholarly dilettante, traveling the continents of the world in   search of greater knowledge and power.


Map


Absalom


Absalom is the most famous of all cities, and residents take pride in  living in one of the largest and wealthiest cities in the known world.  Absalom sits in the largest natural harbor on the Isle of Kortos, in the  eye of the Inner Sea. This location allows the city to control dozens  of major shipping lanes and makes it a critical stop on any voyage  across that sea. The confluence of mercantile, strategic, and religious  influence in Absalom is the source of its title: “City at the Center of  the World.”


Pathfinder Society Show


The Pathfinder Society has existed for more than 400 years. Members  include explorers, historians, tomb raiders, treasure hunters, and  vagabonds who roam the farthest reaches of the world seeking lost relics  of worldshattering power and answers to riddles older than the gods.


Upon the completion of a particularly notable discovery or journey,  Society members send a record of their exploits to their venture-captain  superior, who in turn reviews it for accuracy before forwarding the  manuscript to the masked leaders of the Pathfinder Society, the cryptic  Decemvirate, an inner circle of 10 experienced Pathfinders who guide the  Society’s activities. This guidance is quite subtle, allowing  individual Pathfinder agents to believe they act of their own accord  when they are actually doing the bidding of the Ten.


The Society recognizes no formal bylaws, but adherence to a general  code of behavior is expected of all members, and reports of activity in  contrast to this code are grounds for removal from the organization. The  three most important member duties are as follows:


Explore: Pathfinders are expected to further the knowledge and  reputation of the Society by traveling to distant lands, unearthing  forbidden secrets, and piecing together the secret history of the world.  Agents are encouraged to travel uncharted lands in search of  evermore-fantastic mysteries.


Report: In the course of their adventures, Pathfinders are  expected to keep detailed journals, maps, and accounts of their  exploits. At the conclusion of a successful mission, the agent sends a  copy of his notes to his immediate superior, a regional venture-captain,  who makes a full analysis (often involving divination). Accounts of  especially noteworthy exploits make their way to Absalom and the  Decemvirate, who compile the best tales into irregularly published  editions of the Pathfinder Chronicles, which make their way back to venture-captains for distribution to Pathfinder agents in the field


Cooperate: The Society places no moral obligations upon its  members, so agents span all races, creeds, and motivations. At any given  time, a Pathfinder lodge might house a fiend-summoning Chelaxian, an  Andoren freedom fighter, an antiquities-obsessed Osirian necromancer,  and a friendly Taldan raconteur. Pathfinder agents are expected to  respect one another’s claims and stay out of each other’s affairs unless  offering a helping hand.


 The Pathfinder Lodge


Most Pathfinders wander the world in search of riches and adventure,  settling down only long enough to plan their next caper or fully plunder  an ancient ruin of its treasure and secrets. But another class of  Pathfinder exists, a group unknown to the populace at large yet integral  to the success of the organization. These are the venture-captains who  manage regional affairs and their sometimes considerable cadres of  cohorts, retainers, menials, and guardians. Venture-captains generally  station themselves in Pathfinder lodges, unassuming locales meant to  house the paperwork, plans, and infrastructure of the society while also  occasionally serving as temporary residences for wandering Pathfinder  agents. The Grand Lodge of Absalom stands alone among its fellows.  Unlike lesser chapter houses in towns throughout the continent, which  often mask their purpose behind facades of commerce or domesticity, the  Grand Lodge wears its affiliation proudly.


 The Pathfinder Chronicles


The Chronicles, gathered over centuries of daring work, record  the Society’s exploits and share them with the entire organization.  Most volumes come packed with maps, trap diagrams, and detailed  explanations leading to highly profitable and extraordinarily fragile  locales. Common treasurehunters, bizarre cultists, and wealthy artifact  collectors do their best to acquire copies of the journals, and a  multi-volume set can often fetch thousands of gold pieces in the right  markets. It is the burning dream of all Pathfinders to someday see their  own exploits immortalized in the ultra-exclusive pages of the Pathfinder Chronicles.


 Factions Show

At present, five shadowy, nation-based  factions struggle for secret and subtle dominance of Absalom— Andoran,  Cheliax, Osirion, Qadira, and Taldor. These ancient and powerful nations  have long been major players in Absalom’s affairs, each waxing and  waning with the sands of time. Now, in the year 4710, they find  themselves on equal footing in the City at the Center of the World, each  poised to seize control of the city through political and economic  maneuvering. They each have their own unique reasons for wanting to  control Absalom, but they all have one goal in common: they hope to one  day turn this secret war into open and total control of the Inner Sea’s  most strategically located mercantile metropolis. The factions of  Absalom have long despised one another. History is fraught with their  bloody feuds, brutal wars, and oppressions. With each new season,  though, come new opportunities. The winds of Absalom blow hot and  fierce, and they change direction without warning.


 Faction Secrecy


The leaders of the Pathfinder Society generally frown on their  members participating in the shadow war for Absalom, though so long as  Pathfinders are completing their missions and following orders, the  leadership turns a blind eye to the existence of factions within the  Society. Most loyal faction members inside the Society keep their  alliances to themselves, sharing information only with other members of  their own faction. Some, though, don’t care who knows their loyalty and  make it quite clear who they work for and why they’re in the Society.  The latter are looked down upon and are derided as careless and brash  while the former are almost completely ignored.


While the leadership of the Society turns a blind eye to faction  participation, should Pathfinders from rival factions ever war openly or  violate the three rules of the Society because of their petty shadow  war feuds, that would be the day that factions inside the Society come  to a close, violently if necessary. As such, the various faction leaders  have made it quite clear to their members that open warfare, no matter  what the reason might be, is intolerable and will only jeopardize the  ability of each faction to manipulate Absalom to its will.


 Andoran
Goal: freedom from Tyranny
Alignement: NG
Faction Leader: Captain Colson Maldris


The Andoran faction attacks its enemies from within. They find  dissidents, freedom fighters, and revolutionaries among the populations  of their foes and offer them the covert aid, equipment, funds and  intelligence they need to topple tyrants. Missions assigned to Andoran  faction members tend toward helping dissident groups within the other  factions, though anything that shakes a tyrants’ power is a worthy cause  for an Andoren to lend himself to.


 Cheliax
Goal: Rule of Law over All
Alignment: LE
Faction Leader: Paracountess Zarta Dralneen


Chelaxians are masters of seduction as well as pain. They bring their  enemies to heel with promises of aid, riches, and glory, but keep them  in line with cruel lashes and hellfire. The Cheliax faction wins others  to its dark cause with temptation. Lust, power, riches, vanity—the  Cheliax faction offers all, and caters to the sinful nature in every man  to bring him low. But if a foe cannot be seduced, he must instead be  scourged. Many missions of the Cheliax faction involve tempting upright  people into darkness and vice, and then threatening to expose their sins  unless they aid the empire as dutiful agents. The tricks of devils have  claimed men’s souls since time immemorial, and they serve the Cheliax  faction well in their quest for control of Absalom.


 Osirion
Goal: Power through Knowledge
Alignment: LN
Faction Leader: Amenopheus, the Sapphire Sage


For centuries now, the other powers of the Inner Sea have disregarded  Osirion as an impotent nation of conquered people. Osirion wouldn’t  have it any other way. Since the Ruby Prince ascended the ancestral  throne, Osirion has been gathering its power and preparing to make a bid  for supremacy of the Inner Sea. Most of the Osirion faction’s missions  involve quietly undermining the power of their enemies. Osirion agents  in Absalom plant the seeds of dissolution with a whisper or a poisonous  draught, never with a naked blade and never with a witness. Just as most  of the Great Emerald Sphinx is buried beneath the sands of Osirion’s  deserts, so is the nation’s power carefully hidden in secret  brotherhoods and spies loyal to the pharaonic throne. When Absalom is  firmly in Osirion’s grasp, then Khemet III shall declare himself Pharaoh  in the tradition of his ancestors and Osirion’s Second Golden Age shall  follow.


 Qadira


Goal: Total Market Control
Alignment: N
Faction Leader: Pasha Muhlia Al-Jakri


The Qadira faction seeks trade and economic advantage above all else.  They seek to break their enemies’ monopolies and enforce their own.  They offer wares and goods no one else can supply and destroy  competition with a ruthlessness that puts the devil-bowing Chelaxians to  shame. Qadiran missions involve a greater plan, usually embarrassing or  defaming an economic rival or ruining the business of another nation’s  trade companies.


 Taldor
Goal: Glory Once More
Alignment: N
Faction Leader: Baron Jacquo Dalsine


Taldor’s strategy for seizing control of Absalom lies in turning its  enemies against one another. Misdirection and psychological warfare are  the orders of the day. Taldan missions might involve sparking old  enmities between Qadira and Osirion or driving Cheliax and Andoran to  rekindle their old war. “Sick the wolf on the tiger and the hunter’s  work is done” is an old Taldan saying.


- approved by seTiny

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2 years ago  ::  Apr 22, 2011 - 6:11AM #2
Mysteria
Date Joined: Oct 4, 2003
Posts: 7,269
Reserved for further information.

Post ONLY character sheets for now.

edit: Cailte's joining too.
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2 years ago  ::  Apr 22, 2011 - 6:24AM #3
Timmeh
Date Joined: Nov 17, 2009
Posts: 2,310
Character Sheet Show
Jair
Level 5 Half-Elven Virtue of Valor Bard
Languages: Common, Elven, Draconic

FINAL ABILITY SCORES Str 13, Con 17, Dex 8, Int 14, Wis 10, Cha 19.

STARTING ABILITY SCORES Str 13, Con 14, Dex 8, Int 14, Wis 10, Cha 16.

AC: 20 Fort: 16 Reflex: 16 Will: 18
HP: 49
Surges: 10
Surge Value: 12

Initiative: +2
Speed: 5
AP: 1

SKILLS Show
TRAINED SKILLS
Arcana +9, Diplomacy +13, Endurance +10, Bluff +11, Nature +7, Streetwise +11

UNTRAINED SKILLS
Acrobatics   +2, Athetics +4, Dungeoneering +3, Heal +2,  History +5, Insight +5,  Perception +3, Religion +4, Stealth  +2, Thievery +2

SKILL RELATED FEATURES
Skill Versatility: +1 to all untrained skills
Words of Friendship (Power)
   Minor Action * Encounter
   You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Group Diplomacy: Allies within 10 squares get a +1 bonus to diplomacy.

FEATS Show

FEAT RELATED FEATURES
Multiclass Versatility: I may pick multiple multiclasses from different classes.
Level  1: MC - Heart of the Blade (AP, 136) : Gain training in Endurance, Gain  the Swordbond class feature, Gain the proficency with Swordmage  Implements
Level 2: Valenar Weapon Training (Proficency with Falchion, +2 to damage rolls with Falchion)
Level 4: Scale Armor Proficency: I gain Proficency with Scalemail.


POWERS Show

Melee Basic Attack
Falchion +2 (Attack: +8 vs. AC/  Damage: 2d4+5)

Second Wind
Spend  a Healing Surge and gain an additional +1 hitpoints. I gain a +2 to all  defenses until the start of my next turn, unless if I was allowed to  use my second wind because of a first aid check.

Virtue of Valor
1/round when an ally bloodies or reduces an enemy to 0 hitpoints, that ally gains 4 temporary hitpoints.

Majestic Word
2/encounter
   Minor Action * Healing * Close Burst 5
   The target can spend a healing surge and regain 5 extra hitpoints. I can also slide the target 1 square.

At-will 1: Guiding Strike
Standard Action * Melee Weapon
Falchion +2 (Attack: +11 vs. AC /  Damage: 2d4+8)
   Hit: The target receives a -2 penalty to a defense of my choice until the end of my next turn.

At-will 1: Staggering Note
Standard Action * Implement * Thunder * Ranged 10
Falchion +2 (Attack +8 vs. Will / Damage: 4 Thunder)
    Hit: I can push the target 2 squares. Before, during, or after the push  an ally can make a melee basic attack versus the target.

Dilettante 1: Burning Spray
Standard Action * Implement * Fire * Close Blast 3 * All Enemies in Blast
Falchion +2 (Attack +8 v. Reflex / Damage: 1d8+8)

Encounter 1: Shout of Triumph
Standard Action * Implement * Close Blast 3 * Thunder * All enemies in blast
Falchion +2 (Attack +8 v. Fortitude / Damage: 1d6+8)
  Hit: I can push the target 3 squares.
  Effect: I can slide each ally in the blast 3 squares.

Encounter 3: Unicorn's Charge
Standard Action * Ranged 10
   Effect: One ally within range can charge the target as a free action.  If the ally hits, each ally adjacent to the target can regain 4  hitpoints or teleport 1 square as a free action.

Daily 1: Verse of Triumph
Standard Action * Melee Weapon * Charm
Falchion +2 (Attack +11 v. AC / Damage 4d4+8)
   Miss: Half Damage
    Effect: Until the end of the encounter, you and any ally within 5  squares of you gain a +1 power bonus to damage rolls and saving throws.  In addition, whenever you or an ally reduces an enemy to 0 hit points  with an attack, you and any ally within 5 squares of the enemy can shift  1 square as a free action.

Daily 5: Song of Discord
Standard Action * Implement * Charm
Falchion +2 (Attack +8 v. Will)
   Hit: The target is dominated until the end of my next turn.
   Effect: The target makes a basic attack against a target of my choice.

Utility Encounter 2: Moment of Escape
Minor Action * Ranged 10 * One ally
    Effect: You slide the target 4 squares.

Item At-Will Power : Armor of Sacrifice
Minor Action
    Effect: Use this power when you are adjacent to an ally who is subject  to an effect that a save can end. The ally is no longer affected, and  you now have the effect. You cannot make a saving throw against this  effect until the end of your next turn.

Item Daily Power: Armor of Sacrifice
Minor Action
  
Spend a healing surge. One ally within 5 squares of you regains hit points as though he or she had spent a healing surge.

Item Daily Power: Fochlucan Bandore
     Use this power during a short rest. At the end of the short rest, one  ally who remained within 20 squares of you during the rest gains a +2  power bonus to weapon damage rolls until the end of his or her next  short rest or extended rest.

Items Show

Magic Falchion +2 (1800 GP)
(Scalemail) Armor of Sacrifice +1 (1000 GP)
Healer's Brooch +1 (680 gp)
   Passive: When you use a power that enables you or an ally to spend a  healing surge, add the brooch’s enhancement bonus to the hit points  gained. (Modifies Second Wind, Majestic Word)
Fochlucan Bandore (680 gp)


Rituals Show

Starting Rituals:
Traveller's Chant (PHB2, 217)
Brew Potion


Background Show

Jair was once a farm boy from the plains east of Ridonport. For    the first years of his life, he worked the fields with his parents  and   learned as much from schooling as he could. Over time, he noticed  that   he could get some things to work the way he wanted with unnatural   ease.  When he was angry, strange things started to happen to those  who  angered  him. Eventually, Jair realized that he had innate magic.   Practicing it  in secret and hiding it from his peers was not easy.

Jair eventually  decided to join the Pathfinders as cover and serve Andoran on the side. He was   soon out there to aid uprisings in other nations. Jair found that he   was most  useful in getting information for dissidents and training some   of them  in magic and combat.

Soon, he was traveling, and  joined  a diabolist group in one of Chelix's small towns to better aid a   dissident group that wanted to be free of the influence of the demon-worshippers. However, the diabolist leaders soon began   to be  wary of Jair as some of the dissident groups he was supposed to   bring back into line instead began to openly revolt.

Things got even more complicated for Jair when one dissident group attacked a supply caravan headed for the diabolists. Jair sent this group to  its death by giving them information  about how well the caravan was  guarded and how much supplies were  there. There are rumors that Jair  might have purposely made the caravan  seem like a more appealing target  in order to get the dissident group to  attack.

With pressure  and suspicion on his intentions building  from both sides, Jair decided  that it would be better to get out of  there and, using his Pathfinder  cover, left the country under cover of  darkness, heading towards  Absalom where he'd decide what his next step  would be.

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2 years ago  ::  Apr 22, 2011 - 6:45AM #4
generic_hero_02
Date Joined: Apr 3, 2011
Posts: 25
Heskan Show

Size: Medium, Race: Dragonborn
Class/Level: Invoker / 5
6’ 5” tall, 280 wt, 20 years old
Black eyes, Pale green/yellow skin
Deity: Sarenrae
Alignment: Good
Speaks Common, Draconic, Dwarven, Elven, and Giant.

Str: 14 +2 (+2 race)
Con: 14 +2
Dex: 10 +0
Int: 13 +1
Wis: 17 +3
Cha: 14 +2 (+2 race)

Senses: Normal
Passive Insight: 15
Passive Perception: 15

Initiative: +2 ( +2 level)
Speed: 5 squares (25 feet)

AC: 19 (21 w/ Invoker Defense active)
Fort: 17
Refl: 15
Will: 18


Hit Points: 44 – Bloodied: 22
Healing Surges: 8/day – 14 hp

Action Points: 1

Skills Show


+02 Acrobatics
+08 Arcana *
+04 Athletics
+04 Bluff
+09 Diplomacy *
+03 Dungeoneering
+04 Endurance
+10 Heal *
+05 History
+05 Insight
+06 Intimidate
+05 Nature
+05 Perception
+08 Religion *
+02 Stealth
+04 Streetwise
+02 Thievery

*= trained


Feats:
Ritual Caster
Toughness: +5 HP at
Invoker Defense: When I hit an enemy within 3 squares with an invoker power, I get +2 AC till the start of my next turn.
Linguist: I learn three new languages

Race/Class Abilities Show


Race Abilities:

Starting Languages: Common and Draconic
Skill Bonuses: +2 History and Intimidate
Dragonborn Fury: When you’re bloodied, you gain a +1
racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal
to one-quarter of your maximum hit points + 2.
Dragon Breath: You can use dragon breath as an
encounter power.

Class Abilities:

Armor Proficiencies: Cloth, leather, hide, and chainmail
Weapon Proficiencies: Simple melee and simple ranged
Implements: Rods and Staves
Bonuses to Defenses: +1 Will, +1 fortitude, +1 reflex
Preserving Covenant: When i use a divine
encounter or daily attack power on my turn, i can
slide an ally within 10 squares of me 1 square.


Powers Show


Basic Attacks Show


Lightning Morningstar
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d10 +3

Crossbow
Standard Action Ranged 15/30
Target: One creature
Attack: Dexterity vs. AC
Hit: 1d8


At-Will Show


-Divine Bolts
Standard Action  Ranged 10
Target: 1 or 2 creatures
Attack: Wisdom VS Reflex
Hit: 1d6 +5 lightning damage

-Vanguard's Lightning
Standard Action  Burst 1 within 10 squares
Target: Each creature within burst
Attack: Wisdom VS Reflex
Hit:  1d6 +5 lightning damage. Whenever the target makes an opportunity  attack before the end of your next turn, the target takes 1 damage.

-Lightning Morningstar*
Free Action.
All damage dealt
by this weapon is lightning damage. Another free action
returns the damage to normal.


Encounter Powers Show



-Thunder of Judgement
Standard Action  Ranged 10
Target: 1, 2, or 3 creatures
Attack: Wisdom VS Fortitude
Hit:  1d6 +5 thunder damage, or 2d6 +3 thunder damage if you target only 1  creature. Also, the target(s) is dazed until the end of your next turn.

-Dragon Breath*
Minor Action  Close blast 3
Targets: All creatures in area
Attack: Constitution +2 VS Reflex
Hit: 1d6 + 2 lightning damage

-Rebuke Undead*
Standard Action  Close blast 5
Target: each undead in blast
Attack: Wisdom VS Will
Hit: 1d10 + 5 radiant damage. You push the target 2 squares, and it's dazed until the end of your next turn.

-Preserver's Rebuke*
Immediate Reaction  Personal
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a +1 bonus to your next attack roll against the triggering enemy

-Chains of Carceri
Standard Action  Burst 1 within 10 squares
Target: 1 creature in burst
Attack: Wisdom VS Reflex
Hit: 2d8 + 5 damage, and the target is
slowed until the end of your next turn.


Daily Powers Show



-Binding Invocation of chains
Standard Action  Close burst 10
Target: each enemy in burst
Attack: Wisdom VS Reflex
Hit: Target is slowed (save ends).
Miss: Target is slowed until the end of your next turn.

Grasping Chains of the Justicar
Standard Action  burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + 5 force damage, and the target
is immobilized (save ends).
Miss: Half damage, and target is slowed until end of my next turn.

-Lightning Morningstar*
Free Action. Use this power when you hit with the weapon. The target and each enemy within
2 squares of the target take 1d6 lightning damage.



Utility Powers Show



-Shroud of Awe (daily)
Minor Action  Personal
Effect: You can speak with a thunderous voice that allows
creatures within 500 feet of you to hear you clearly.
Before the end of your turn, you gain a +2 power bonus to
your next Intimidate check.





Rituals Show



Hand of fate (can cast 1/day without expending components)

Silence

Magic circle


Equipment Show



Rubuking Chainmail +1 (worn, 45 wt)
 AB:  +7, Sp -1, When you hit an enemy with any divine attack power, you gain  a +1 bonus to all defenses against that enemy’s attacks until the end  of your next turn.
Lightning Morningstar +1 (Strapped on back, 9 wt) 1,000 gp
 Att vs AC: +10 WP: +2, Str +3, 1/2 lvl +2, +1 magic, Dmg: 1d10+3, Prop: Mace, two handed
Magic Rod +2 (Right Belt, 2 wt) Attack rolls +2
Belt of Vigor (belt): +1 item bonus to my surge value
Ritual Book
Adventurer's Kit (33 wt)
-Backpack (center back)
-Bedroll (below backpack)
-Flint and Steel (backpack)
-Belt Pouch (belt front)
-Trail Rations – 10 days (backpack)
-50’ of Hemp Rope (backpack)
-Sunrods – 2 (backpack)
-Waterskin (backpack)
Components for Hand of Fate (backpack, 0 wt) 10 gp
Components for Magic Circle (backpack, 0 wt) 10 gp

Coins- 73 gp


History Show


Raised in a  dragonbonded clan, the first 7 years of  Heskan's life were devoted to  his dragon master. You see, many  generations ago, the Rimefire clan was  not an actual family, but rather a clan of Shoanti dedicated to mapping  the entire world. Being  seasoned travelers, the Rimefires had learnt  to defend themselves  against basic dangers, such as the orcs from the  hold of Belkzen and the wildfires of their homeland, the Storval  Plateau*, but they were no match  for anything more dangerous than that.  So when they stumbled upon the  lair of ancient blue dragon in the  Verduran forest (in Andoran) they had no choice but to offer themselves   as slaves, for the alternative was death.

Many years later,  Heskan was  born; and exactly one week after his seventh birthday, his  servitude was  over. The dragon had died peacefully in his sleep. The  Rimefire clan  was certainly glad, but they were divided on what to do  next. Some said  they should leave the dragon's lair and seek their  fortune. Others, fearing  the world outside the cave, said they should  remain there.

Heskan  quickly decided to leave. Much to his  surprise, a village had been  erected no more than 200 leagues from the  cave, at the edge of the forest. There he was adopted by  Father Burke,  an elderly priest of Sarenrae, and was taught the ways of  the clergy.  It was during his initiation ceremony that he experienced  the Shining  Godess's touch and was imbued with her divine gift.  Afterwords, Father  Burke suggested to Heskan that he go forth into the  world and wield  Sarenrae's gift to help it. After a year or two  of minor adventuring  and mercenary work, Heskan winded up back in his home village. Expecting  a peaceful break from exploring, he instead was detained at the gate by  two burly men asking for an entry tax. Heskan, thinking they were  simple ruffians, subdued them and made his way into town. He was  surprised by what he saw. The guards, formerly volunteers armed with  simple clubs and rarely dispatched, were stationed at every corner, clad  in shabby chainmail and halberds. They cast cold glares at the  villagers (who looked more akin to beggars) as they passed. One  particularly wizened man hauled a wheelbarrow full of stone, marble by  the looks of it. Heskan took pity on him, and went over to help. After  getting a better look at the man, Heskan let out a gasp, for it was none  other than Father Burke.

After completing his work (which went  by fast with Heskan's help), Burke led Heskan to a seedy tavern, where  he explained what had happened since he left. They were attacked by  bandits days after Heskan left, and, finding no serious resistance, the  bandits came back with increasing numbers and bravado until they  officially took over the town. the women were kept as consorts for  Warlord Garro, whilst the men and children were forced into slavery.  Burke said that some of the more able-bodied men were planning a  rebellion, which would surely fail without a hero they could rally  behind. That hero, Burke said, is you, Heskan. Heskan, filled with anger  at his mentor's words, nodded grimly. Several days later, the village  people rebelled, and after two days of bloody battle, they regained  control of the town. That night, celebrating in the tavern, Heskan  realized a few things:

1. He had freed the people here, but out  there, in the far reaches of the world, people still were suffering in  the shadows of corrupt kings.
2. He couldn't do much on his own to stop this, though glorious Andoran could... IF, of course, they held Absalom.
3.  In order to bring about an Andoren take-over of Absalom, he would need  to join the Pathfinder Society and work behind the scenes to spread  Andoren influence.

It was brilliant! he could slowly but surely  kill a whole flock of birds with one stone by joining the Pathfinder  Society. And join it he did.

Personality: Heskan is a cheery  Shoanti, for he always feels Sarenrae's warming embrace in his soul. He  believes, with time and determination, all can be taught to see the  light. Due to his sheltered childhood, Heskan can be a little too  trusting, often to the point of being gullible. Altogether a pleasant  dragon-man-thing.



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2 years ago  ::  Apr 22, 2011 - 12:17PM #5
Vratis
Date Joined: Nov 19, 2008
Posts: 645
Khaled En'thak Show
Khaled En'thak
human wizard, level 5
Stats and Defenses Show
STR  8    -1
CON 16    +3
DEX  12    +1
INT   18    +4
WIS  14    +2
CHA  10    +0
Human stat bonus: +2 INT
4th level stat bump: +1 DEX, +1 WIS

HP: 42 (bloodied 21)
Healing Surges: 9
Healing Surge Value: 11

Initiative: +7
Speed: 6 squares
Action Points:
Senses: normal
Passive Insight: 19
Passive Perception: 14

Languages: Taldane (Common), Osirian, Primordial

AC: 18
FORT: 17
REF: 18
WILL: 18
Saving Throw: +1
Skills Show
Acrobatics     +3
Arcana         +11     trained
Athletics     +1
Bluff         +2
Diplomacy     +2
Dungeoneering    +9    trained
Endurance    +5
Heal        +4
History        +11    trained
Insight        +9    trained
Intimidate    +2
Nature        +9    trained
Perception    +4
Religion    +11    trained
Stealth        +3
Streetwise    +2
Thievery    +3
Feats Show
Ritual Caster
Human Perseverance
Initiate of the Faith
Improved Initiative
Expanded Spellbook
Class Features Show

Arcane Implement Mastery: Staff of Defense
Cantrips (Ghost Sound, Light, Mage Hand, Prestidigitation)
Riual Casting
Spellbook
Attacks and Powers Show
Melee Basic Attack: +5 magic staff, 1d8+1 damage
Melee Basic Attack: +4 dagger, 1d4-1 damage
Ranged Basic Attack: +6 dagger, 1d4+1 damage

At Will
Ray of Frost (range 20, +8 vs FORT, 1d6+6 dam and slowed u.e.o.n.t.)
Scorching Ray (burst 1 in 10, +8 vs REF, 1d6+6 dam)
Thunderwave (close blast 3, +8 vs FORT, 1d6+6 and push 2)
Encounter 1
Icy Terrain (burst 1 in 10, +8 vs REF, 1d6+6 dam and knocked prone, zone difficult terrain u.e.o.n.t.)
Daily 1
Flaming Sphere (ranged 10, +8 vs REF, 2d6+6 dam, sustain minor, adjacent creatures get 1d4+6 dam)
Freezing Cloud (burst 2 in 10, +8 vs FORT, 1d8+6 dam, miss half, zone lasts u.e.o.n.t., forces new attacks)
Sleep (burst 2 in 20, +8 vs WILL, slowed(save ends), immobilized (save ends) on first failed save, miss: slowed(save ends))
Utility 2
Feather Fall
Shield (reaction to being hit, +4 to AC and REF u.e.o.n.t.)
Encounter 3
Icy Rays (range 10 two targets, +8 vs REF, 1d10+6 dam and immobilized u.e.o.n.t.)
Daily 5
Bigby's Icy Grasp (range 20, +8 vs REF, 2d8+6 dam, target is grabbed, sustain minor, grabbed creatures take 1d6+6 dam)
Fireball (burst 3 in 20, +8 vs REF, 3d6+6 dam)
Stinking Cloud (burst 2 in 20, +8 vs FORT, 1d10+6 dam, sustain minor, zone deals 1d10+6 dam)
1/day
Healing Word (target spends healing surge, regains +1d6 hp)

usually prepared
Sleep
Shield
Bigby's Icy Grasp
Equipment Show
magic staff +2                            1800
amulet of health +1           680
belt of vigor +1                  520
darkleaf cloth armor +1     840
bag of holding                  1000
3 daggers
standard adventurers kit
spare clothes
Holy Symbol
Spellbook (112/128)

Ritual Components
Comprehend Language (1)   10
Endure Elements (2)             40

109 gold pieces
9 silver pieces
Rituals Show
Comprehend Language
Make Whole
Silence
Endure Elements
Magic  Circle
Description Show
It is obvious on first glance, that  Khaled is a child of the desert. His dark skin and flowing white and  blue robes make it easy to tell. The strange arcane symbols embroidered  in his clothing aren't too strange for an user of arcane powers, but his  eyes do not seem to have the fire the southern people are well known  for. The right side of his face, including his bald head, is covered in  ritualistic scars, while the left side is perfectly clean. Most of the  time Khaled covers his face with a long white piece of cloth though,  wrapped around multiple times and concealing everything but his eyes.
In  combat Khaled tries to stay calm at all times. Never to lose sight of  the bigger picture. His spells muttered in ancient Osirian dialects and  even stranger languages, all channeled through a snakeheaded staff as  tall as himself.
When he speaks Khaled chooses each word carefully.  Still even in his slow manner of speech, there are still many of the  images and metaphors present, that color the Osirian language. While his  behaviour might seem to lack compassion on the one hand, it is on the  other hand nigh impossible to anger him. His feelings are locked up deep  inside, and it takes a lot of effort to bring any of them to the  surface.
Background Show
Khaled was born in an unnamed hovel  near Sothis. The son of peasants, his youth went by uneventful. At the  age of six however, his magical talent began to manifest itself.One of  his more violent magic outbursts almost burned down their home. Unable  to control him, or to train him, Khaleds parents brought him to the  grand temple of Nethys, in Sothis.
The priests there gave them some  gold for their son and took him in. This was the last time, Khaled ever  saw his parents. When Khaled En'thak left the temple twelve years later,  he was changed.
The once cheerful, upbeat child had become a calm,  methodical man. Khaled doesn't speak of what happened during his stay in  the temple, except when reciting Nethys teachings, which he learned  there.
Why he was the one chosen to go to Absalom, he did not know.  Not even a quest was given to him. He was simply told to do so. And  Khaled obeyed.In Absalom he found himself of little use to the shrine of  Nethys there, and was left to find his own way. Khaled had been tought  to seek knowledge above all else, so he joined the Pathfinder Society,  who followed the same goal.
Some time has passed since then. Khaled  has learned many things and got entwined in the political struggles  within the Society. It was inevetable to align himself with one of the  rivaling factions, and thetre was only one choice for Khaled. Osirion.  In ancient times the world has flourished under the rule of the  pharaohs, and it should do so again. And with the reign of the desert  Empire, the temple of Nethys would spread. People all over Golarion will  hear the teachings of the mad god. And it will be  glorious!
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2 years ago  ::  Apr 22, 2011 - 8:46PM #6
Kazun
Date Joined: Aug 20, 2007
Posts: 135
Vark the Shark Show
Image Show
Half-Orc Assassin
Background Show
 “Raised” in a fallen dwarven sky citadel called Urgir, Vark remembers little of his father, and nothing of his mother. Distant at best, abusive at worst, Vark’s father taught him early on the simple pleasures of dominating a foe. Life among the Empty Hand tribe was tough. Acknowledging that he would never be the physical equal of his orc cousins, he focused on his speed and accuracy. He made no friends by embarrassing the children of the tribe’s leaders, including Grask Uldeth’s boy. If his father was proud of his ability to best his peers, he never allowed it to show.  “More like ‘Empty Head’ tribe. I left ‘em soon as I could. Good thing, too, cuz more than one orc there wanted my head to be a stranger to my neck.” 

Vark had never really spent more than a month in a single place since he was old enough to travel. He’d travel from town to town, city to city, stealing coin and beating up all the wrong people. “I got more enemies than teeth” Vark has been heard to say, usually punctuated by a wide, toothy grin. His travels brought him to Oppara, the biggest city Vark had ever seen. He felt a sense of belonging amongst the sea of endless faces. Nobody knew of Vark of the Empty Hand Tribe. “But they will.” Vark, through coincidence or some unseen guiding force, managed to beat up exactly the right people and steal exactly the right goods to establish him as a local force to be reckoned with. His activities did not go unnoticed. 


Vark was approached by a thieves’ guild called The Brotherhood of Silence. Rather than allow himself to be run out of town, he joined their ranks. His violent, sadistic tendencies earned him great renown and status within the Brotherhood, but not all was well. This particular chapter of the guild turned out to actually be a cult of Zon-Kuthon, the Midnight Lord. Vark has never spoken of what happened during his attempted initiation. There are Opparan guards who, in their cups, will talk with whispered voices of “the silent bloodbath” that occurred on that same night. Mutilated bodies, most of them known bandits, were strewn about the basement room. Blood pooled about the floor, an inch deep in some places, and the walls and ceiling were nearly painted red. And, there… in the center of the room… chained to a stone bench, the pale, naked form of a young girl. Her body unmarred but for a half-opened slit starting at her left ear. 


 Vark, all too familiar with the methods of the guild, decided to leave Taldor far behind him. By pure happenstance, the mysteriously injured Vark stumbled into a Pathfinder lodge disguised as a run-down inn (called The Coin and Candle). Even in his injured state, he managed to fight off two Society members who attempted to show him the door. Impressed with his fighting prowess, the lodge’s venture-captain tended his wounds and put him up for the night. The next day, Vark was offered the privilege of testing for membership. Seeing an opportunity, he readily agreed. Ever since that day, he’s been on the run, doing various errands for the Society. He knows that, someday, the Brotherhood will catch up to him. But they better bring an army. 


Vark doesn’t talk about his past. In fact, when he talks at all, it’s usually in a derisive, condescending, and/or sarcastic manner. He has absolutely no idea how to have (or be) a friend. He’s accumulated a bit of a reputation, mostly from his time spent in the Brotherhood (which he himself fuels whenever he finds himself in a city). He’s been called ‘The Shark’, ‘The Bloodshark’, ‘The Bloodsaw’, ‘Vark Half-Dead’, and various other names. The reputation doesn’t help him much, however, as nobody knows what Vark is actually supposed to look like.

Though Vark prefers to avoid the intricacies of politics, he does what he can to undermine Taldor's competitors. His reputation has secured a wealthy patron in one of the nation's many noble houses, and has been promised power and glory for his discrete cooperation. He knows that the convoluted bureaucracy and inbred inefficiency of Taldoran rule will facilitate his morally ambiguous approach to life. Besides, Opparan culture has a sense of familiarity and stability the likes of which Vark has never otherwise known. If he can help make Absalom a bit more like that, then why not?


You know when you’ve defeated a man? I mean really beaten him? That moment when his shoulders slump, his eyes go wide, and he looks at you with a mix of fear and utter despair? I make that happen. If I think he's earned it, I’ll let him live. Give him his weapon back, even. But no matter where he goes or what he does, he lives with the knowledge that I conquered him, just like a country conquers another country. Go ahead, call me evil; I’ve been called that before. Doesn’t even bother me. But I ain’t without my rules. There’s nothin’ gained by killin’ helpless folk; women, children… You resort to that, I don’t care how good you fight. I’ll make you beg for death, and then I’ll give it to you. I’m just nice like that.

Half-Orc Rogue 5


Height: 6'2" Weight: 215lbs. Alignment: Unaligned
Faction: Taldor

STR 16 (+3) [ Base: 13 (3 points) Half-Orc: +2 4th Level: +1 ]
CON 12 (+1) [ Base: 12 (2 points) ]
DEX 20 (+5) [ Base: 17 (12 points) Half-Orc: +2 4th Level: +1 ]
INT 10 (+0) [ Base: 10 (0 points) ]
WIS 8 ( -1) [ Base: 8  (0 points) ]
CHA 14 (+2) [ Base: 14 (5 points) ]

AC: 20 Fort:15 Ref: 19 Will: 14

HP: 44 [12 base + 12 con + (4 levels * 5)] Bloodied: 22 Surge Value: 11 Surges/Day: 7
Init: +7 [ +5 Dex, +2 Level ] Spd: 6 Vision: Low-Light Languages: Common, Giant
Passive Insight: 11 Passive Perception: 16

CLASS/RACIAL ABILITIES Show
First Strike CA against enemies who have not yet acted this encounter.
Rogue Tactics: Brutal Scoundrel +3 damage to sneak attacks (Str mod).
Background: Wandering Duelist +3 Intimidate.
Rogue Weapon Talent +1 to attack rolls with daggers; shuriken deal 1d6 instead of 1d4.
Sneak Attack Once per turn, deal +2d8* extra damage against a target granting you CA.
Half-Orc Resilience Once per encounter, gain 5 temp hp when first bloodied.
Swift Charge +2 speed when charging.
 SKILLS Show
Trained
Acrobatics +7, Intimidate +14, Perception +6, Stealth +12, Streetwise +9, Thievery +12
Untrained
Arcana +2, Athletics +5, Bluff +4, Diplomacy +4, Dungeoneering +1, Endurance +5, Heal +1, History +2, Insight +1, Nature +1, Religion +2
FEATS Show
Lvl 1: Nimble Blade (PHB) +1 attack rolls with light blades while having CA.
Lvl 2: *
Backstabber (PHB) Sneak attack dice become d8s.
Lvl 4:
Light Blade Expertise (HotFL) +1 attack rolls with light blades; +1 dmg w/ light blades and CA. 
POWERS Show
 At-Will Show
Basic Melee Attack: Dagger, +12 vs. AC, 1d4+7
Basic Ranged Attack: Dagger, +14 vs. AC, 1d4+7
Rogue Attack 1: Piercing Strike, +14 vs. Reflex, 1d4+9 (PHB)
Rogue Attack 1: Acrobatic Strike, +14 vs. AC, 1d4+9 (MP2) Escape grab; shift 1 before or after.
Encounter Show
Half-Orc Racial: Furious Assault (PHB2) Free action; attack deals extra 1[W] dmg (1d4 w/ dagger).
 Rogue Attack 1: Dazing Strike, +14 vs. AC, 1d4+9 (PHB) Target is dazed until my next EOT.
Rogue Utility 2: Tumble (PHB) Shift 3 squares as move action (1/2 speed).
Rogue Attack 3: Low Slash, +14 vs. Reflex, 1d4+9 (MP) Minor action; Slide target 1; target is slowed; +3 dmg if flanking (Str mod).
Daily Show
Item Power: Repulsion Armor (AV) Minor action; until EOE, as an immediate reaction, push an enemy 1 when it moves adjacent.
Rogue Attack 1: Blinding Barrage, Close blast 3, +14 vs. AC, 2d4+7 (PHB) Targets are blinded. Miss: Half damage, targets not blinded.
Rogue Attack 5: Bloodbath, +14 vs. Fortitude, 1d4+9 (MP2) Ongoing damage equal to any sneak attack damage dealt; Hit or miss, target takes additional 1d4+9.
ITEMS Show
+2 Magic Dagger (PHB) 1800gp
+1 Repulsion Leather Armor (AV) 520gp Daily power (above).
Iron Armbands of Power (AV) 1800gp +2 melee damage.
Gauntlets of Blood (AV2) 840gp +2 damage vs. bloodied targets.
Standard Adventurer's Kit (PHB) --gp
Crossbow (PHB) --gp
-Bolts x40 (PHB) --gp
Rope, Silk (50ft.) (PHB) --gp Replacing the hemp rope in the Adventurer's Kit.
Thieves' Tools (PHB) --gp
Climber's Kit (PHB) --gp
Potion of Healing (PHB)
Wealth: 62gp
Revisions Show
10/5/2011: Adjusted Blinding Barrage damage to not include IAoP (since it is not a melee attack).
10/5/2011: Added First Strike to Class Abilities.
7/11/2011: Added 22 gold from selling loot.
6/6/2011: Corrected attack modifier for Basic Melee Attack (was using Dex instead of Str to determine bonus).
6/6/2011: Reworded Sneak Attack description to match errata (S.A. 1/turn instead of 1/round).

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2 years ago  ::  Apr 23, 2011 - 7:32AM #7
Cailte
Date Joined: Aug 18, 2007
Posts: 8,224

Norovia Thrune
Race: Human
Faction: Cheliax
Role:
Striker
Class: Warlock (Fey Pact) MC Fighter
Alignment: Mostly Unaligned
Languages: Common, Elven


Background Show

Cheliax is a land where might makes  right. If one wants to climb the social strata of the nation one needs  power. Norovia was not willing to be a slave, but she wasn't in a  position to easily get out of her circumstances either. It was while  searching for the means to her end that she met the eladrin knight who  would change her life, Cathariel. It was through her that she came into  the service of the Bramble Queen (see Dungeon 185), and from the Bramble  Queen  that she gained the first powers, and the knowledge, that saw  her begin her rise in Cheliax society.




Of course one thing it always takes to gain influence is money, and  money is most readily gained in large amounts quickly by adventuring,  and the Pathfinders do that on an organised basis, so Norovia joined up.  Just another means to an end. It was during her adventures that she  learnt to use the axe from a dwarf with some questionable appetites that  Norovia was amused to satisfy if only because when she revealed them  later he was cast from his clan as a consequence.




It was through such manipulations of people that Norovia came to the  attention of Paracountess Zarta Dralneen. The Paracountess made the  usual false promises, and Norovia went along with them, time was  something she was prepared to spend to bring opportunity to fruition,  and service to Zarta was nothing if not an opportunity.




So it is that Norovia came to Absalom, still a Pathfinder, but also an agent of Cheliax.


Description & Personality Show
Description: Norovia is a tall athletic woman with a  winning smile. Her dark hair falls down between her shoulders in waves  when worn out in settlements she is staying in, but is bound tightly  into a practical bun while she adventures. Her skin is lightly tanned  from her time outdoors on adventures, and is smooth and healthy. Her  dark eyes seem to carry a hint of mischief, but can burn brightly with  rage.

Brief Personality: Haughty, cultured, intelligent, ambitious, organized, and ruthless, Norovia seems to be the typical Cheliaxian.


Character Builder Summary Show

====== Created Using Wizards of the Coast D&D Character Builder ======


Human, Warlock
Build: Scourge Warlock
Eldritch Pact Option: Fey Pact
Eldritch Blast Option: Eldritch Blast Charisma
Eldritch Strike Option: Eldritch Strike Charisma
Human Power Selection Option: Bonus At-Will Power
Forked Tongue - Ruin Gleaner (Acrobatics class skill)
 
FINAL ABILITY SCORES
STR 13, CON 13, DEX 10, INT 14, WIS 13, CHA 18
 
STARTING ABILITY SCORES
STR 13, CON 12, DEX 10, INT 14, WIS 13, CHA 15
 
 
AC: 18 Fort: 15 Ref: 18 Will: 19
HP: 45 Surges: 7 Surge Value: 11
 
TRAINED SKILLS
Acrobatics +7, Arcana +9, Bluff +13, Endurance +8, Intimidate +11, Thievery +7
 
UNTRAINED SKILLS
Athletics  +3, Diplomacy +8, Dungeoneering +3, Heal +3, History +4, Insight +3,  Nature +3, Perception +3, Religion +4, Stealth +2, Streetwise +6
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warlock's Curse  Power: Warlock's Curse
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Eldritch Blast
Warlock Attack 1: Eyebite
Warlock Pact Boon 1: Misty Step
Warlock Attack 1: Grasp of the Iron Tower
Warlock Attack 1: Crown of Stars
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Hands of Ihbar
Warlock Attack 5: Fury of Gibbeth
 
FEATS
Level 1: Weapon Proficiency (Waraxe)
Level 1: Rod Expertise
Level 2: Battle Awareness
Level 4: Killing Curse
 
ITEMS
Skald's Leather Armor +1 x1
Adventurer's Kit
Climber's Kit
Fine Clothing
Everburning Torch
Thieves' Tools
Riding Horse
Magic Rod +2 x1
Challenge-Seeking Waraxe +2 x1
Badge of the Berserker +1 x1
====== End ======


Power Summary Show

At-Will:


Warlock's Curse: Minor Action. Target closest enemy. Effect +1d8 damage 1/round


Misty Step: Immediate Reaction. When a cursed enemy dies. Teleport 3


Eldritch Strike: Melee basic Attack. Standard Action. +10 vs AC 1d12+6 damage slide target 1


Eldritch Blast: Ranged Basic Attack. Standard Action. Ranged 10. +9 vs Ref 1d10+6 damage


Eyebite: Standard Action. Ranged 10. +9 vs Will 1d6+6 damage and invisible to target until SoNT.


Encounter:


Grasp of the Iron Tower: Standard Action. Ranged 10. +9 vs Fort 2d10+6 damage target cannot willingly move closer (EoNT). Miss: She takes 5 damage. Attack another creature +9 vs Fort 1/2 of 2d10+6 damage target cannot willingly move closer (EoNT).


Hands of Ihbar: Standard Action. Ranged 10. +9 vs Will 2d12+6 cold damage, and the target is slowed until the end of your next turn.


Ethereal Stride: Move Action. Teleport 3 squares, and gain a +2 power bonus to all defenses until EoNT.


Daily:


Crown of Stars: Standard Action. Ranged 10. +9 vs Will 2d12+6 radiant damage. If target is bloodied, it is blinded until the end of your next turn. Sustain Minor: +9 vs Will 4 radiant damage.


Fury of Gibbeth: Standard Action. Ranged 10. +9 vs Ref 3d10+6 damage and the target must make an Acrobatics check (DC 16)  or fall prone. At the start of its turn, the target must succeed on  another Acrobatics check (DC 16) or fall prone again (save ends). Miss: Half damage, and the target must make an Acrobatics check (DC16) or fall prone.

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2 years ago  ::  Apr 25, 2011 - 1:34PM #8
Virak_the_Mean
Date Joined: Sep 16, 2010
Posts: 63
Kholin, level 5 Human Guardian Fighter Show

Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Human Power Selection: Bonus At-Will
Power Background: Occupation - Revolutionary (Streetwise class skill) 
Languages: Common, Giant

FINAL ABILITY SCORES Str 19, Con 11, Dex 15, Int 8, Wis 15, Cha 10.

STARTING ABILITY SCORES Str 16, Con 11, Dex 15, Int 8, Wis 14, Cha 10.

AC: 22 Fort: 20 Reflex: 18 Will: 16
HP: 55Surges: 9 Surge Value: 13
initiative: 4
speed: 5 (6 Base -1 Armor)
AP: 1

SKILLS Show
TRAINED SKILLS
Endurance +6, Intimidate +7, Athletics +9, Streetwise +7

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +4, Heal +4, History +1, Insight +4, Nature +4, Perception +4, Religion +1, Stealth +2, Thievery +2


FEATS Show
Human: Shield Push - Push 1 sq to target hit by Combat Challenge attack
Level 1: Toughness - +5 hp
Level 2: Swift Spear - OA slides enemy 1 sq
Level 4: Battering Shield - Push or slide target +1 square when using shield.


POWERS Show
Melee BA
Inescapable Trident +1 (Attack: 10 vs. AC / Damage: 1d8+7)
Ranged Basic Attack: +10 attack, 1d8+5 damage (range 3/6)
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

Hand Ax (Attack: 9 vs. AC / Damage: 1d6+6)
Ranged Basic Attack: +10 attack, 1d6+4 damage (range 5/10)
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

Unarmed (Attack: 7 vs. AC / Damage 1d4+6)
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

Bonus at-will: Footwork Lure
Standard Action - Shift self 1, slide target 1 into the space you left.
Attacks: 10 vs. AC / Damage: 1d8+7
Unarmed Attacks: 7 vs. AC / Damage: 1d4+6
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

at-will 1: Tide of Iron
Standard Action - Using a shield, you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.
Attack: 10 vs. AC / Damage: 1d8+7
Unarmed Attack: 7 vs. AC / Damage: 1d4+6
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

at-will 2: Knockdown Assault
Standard Action - you knock the target prone.Special: When charging, you can use this power in place of a melee basic attack. 
Attack: 10 vs. Fortitude / Damage: 4
Unarmed Attack: 7 vs. Fortitude / Damage: 4

utility 2: Pass Forward (at-will)
Move Action - Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

encounter 1: Hack and Hew
Standard Action - Attack one creatureEffect: Make a secondary attack. vs one creature other than the primary target
Attacks: 10 vs. AC / Damage: 1d8+7
Unarmed Attacks: 7 vs. AC / Damage: 1d4+6
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

encounter 3: Rain of Blows
Standard Action -  Attack twice (three times with spear)
Attack: 10 vs. AC / Damage: 1d8+7
Unarmed Attack: 7 vs. AC / Damage: 1d4+6
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

daily 1: Tempest Dance
Standard Action - If you have CA against the target, the attack deals 2 extra damage.Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.
Attack: 10 vs. AC / Damage: 1d8+7
+2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)

daily 5: Rain of Steel
Martial Stance Minor ActionEffect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.

Dwarven Scale Armor [/color]
Free Action. Regain hit points as if you had spent a healing surge

Restful Bedroll
Standard Action - Use power when extended rest is completed.  Gain 1d8 temporary hit points that last until you take another rest (short or extended)

Healing Potions
Power (Consumable * Healing): Minor Action.  Drink this potion and spend a healing surge.  Instead of the hit points you would normally regain, you regain 10 hit points.


ITEMS Show
Heavy Shield
Hand Ax
Dwarven Scale Armor +1 - Gain +1 item bonus on Endurance checks (520 gp)
Inescapable Trident +1 - Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.  (680 gp)
Iron Armbands of Power (heroic tier) - Gain a +2 item bonus to melee damage rolls (1800 gp)
Gauntlets of Blook (heroic tier) - Gain +2 bonus to damage roles against Bloodied targets (840 gp)
Amulet of Protection +1 - +1 Fortitude, Reflex, and Will  (360 gp)
Restful Bedroll - Used during extended rest for additional temp hit points (360 gp)
Healing Potions (5) (250 gp)
Adventurer's Pack
190 gp remaining


Background Show

Kholin was training in the Andoran army from an early age.  He has taken part in numerous boarder skirmishes with Talador, recruit training within the Andoran heartland , and acted as a liason to insurgent forces in Cheliax. 

 

In Cheliax, Kholin witnessed the tyranny imposed upon the suffering masses.  Kholin assisted in trained a brave group of young men and women in weapon usage and guerella tactics at a remote village.  Upon returning from scouting mission with two of the trainees, they witnessed a large force of Cheliaxian military assaulting the village.  Somehow, the Cheliaxian nobility had found out about the covert training. 


Seeing their friends and family being slaughtered, the two trainees rushed in to help, despite Kholin's orders to stay hidden.  Before getting within striking distance of the solders, the youths were spotted, and soon lay on the ground, bristling with arrows.


Kholin remained hidden, and after the Cheliaxians left, he returned to the village.  He did his best to honor the dead with a funeral pyre, and then returned to Andoran in failure.
.

Kholin's enlistment with the Andoran military has recently ended, and he sought out the Pathfinder Society, in order to learn, to grow in skill and experiance, and to find a way to end the Cheliaxian tyranny.

 

Kholin often sits in the evening, staring into the fire, holding a beaded leather necklace and a small brass ring.  These items were taken from the two young scouts.  He remembers their faces, and vows over again to avenge their deaths.

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2 years ago  ::  Apr 26, 2011 - 12:31AM #9
Mysteria
Date Joined: Oct 4, 2003
Posts: 7,269
As Drengle finishes speaking (see introductiory post), you look around at each other, evaluating just who you've been teamed up with. Drengle meanwhile restates what he said earlier, "Do you have any questions before heading onto the boat?"

Now's your chance to ask a few more questions of your employer, and meet in character.
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2 years ago  ::  Apr 26, 2011 - 6:41AM #10
Cailte
Date Joined: Aug 18, 2007
Posts: 8,224
The one woman present smiles warmly at the Captain as she asks, "do you have a portrait and some other means by which we can identify your friend?"

She is tall for a human woman, but not overly so, and clad in well fitted leather armour decorated in a vine pattern, at her hip rests a slender rod marked with eldritch runes, and resting on her pack at her feet is a war axe that seems well used.
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