Darkhalls

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Runa Wolfhunter

Human Gunslinger/Bolt Ace

Str 11 (+0) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 7 (-2)

BAB: +1 (Crossbow: +1 BAB+3 Dex + 1 Masterwork +1 Point Blank Shot=+6) AC: +3 Dex, +2 Armor=15 HP: 12 Fort: +4 Ref: +4 Wil: +3 Init: +5

Human: +2 Dex. Bonus Feat, Practiced Hunter (+2 Stealth/Survival, they are class skills)

Traits: Carefully Hidden, Reactionary

Bolt Ace: Proficient: Light armor, Simple and Martial weapons, all Crossbows; Masterwork Crossbow; Grit (2, restores with Crit or killing w/ Crossbow), Deeds: Sharp Shoot (1 Grit to target Touch AC), Vigilant Loading (Loading doesn't provoke if has at least 1 Grit), Bolt Ace's Dodge (1 Grit to move 5' and get +2 AC or drop Prone and get +4 AC when attacked by a ranged weapon)

Feats: Point Blank Shot, Rapid Shot Skills: Perception 1, Acrobatics 1, Stealth 1, Survival 1, Knowledge (Local) 1

Equipment: Masterwork Heavy Repeating Crossbow (1d10, +1 Attack), Leather armor, Longsword (1d8), 20 Bolts

a cottage with a small garden A goat and a couple of hens outdoor clothes including hat, cloak, boots. Lots of fur involved. knife, spoon, fire gear cooking pots and paraphenalia Flint & steel Torches Shovel Walking stick Blanket, leather bottle Sack


masterwork chain shirt

History: When Rubani Bearhunter returned from the wars, he was leaving as a hero, a man whose skills had left legends behind him of his deadly skills, of the foes slain by his lethal, silent bolts. But when Rubani Bearhunter returned from the wars, he was not a whole man-- injuries had left him maimed, crippled. Worse, when he returned home, he learned that his wife had died, as had his sons. Only his daughter was left to him, but how could he provide for her, crippled as he was?

Runa, however, had her own answer to that-- she'd been hunting on her own to eat; with her father's help, she took up the weapon he'd brought home from the wars (a reward from a grateful noble) and set out on the path to true mastery-- and the path to putting food on the table with her wits and skill. She's not pretty, and she's not sociable, but all must respect her skill.


I dibs that tiny one to the east off the south road; Runa's a hunter, and doesn't do quite as much gardening. (She trades furs and meat and the like instead.)



Flory Buntzer

Female Human Witch (Tatterdemalion archetype) 1 True Neutral

Str 12 Dex 15 Con 14 Int 16+2=18 Wis 13 Cha 12

HP: 8 BAB: 0 Fort: 2 Ref: 2 Wis: 3

Languages: Common, Sylvan, Dwarven, Halfling, Infernal

Skills (8/lvl)

Climb 1:9 Craft (weaver) 1:8 Craft (seamstress) 1:8 Heal 1:5 Intimidate 1:8 Knowledge Arcana 1:8 Knowledge Nature 1:8 Perception 0:3 Sense Motive 0:3 Spellcraft 1:8

Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. A tatterdemalion is proficient with bolas, nets, and whips.

Feats (Alertness) Spell Focus (conjuration) - Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Mage Tattoo - Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Conjuration: acid splash


Traits Seasoned Climber - You gain a +1 trait bonus on Climb checks, and Climbbecomes a class skill for you. Bruising Intellect - Intimidate is always a class skill for you, and you may use your Intelligencemodifier when making Intimidate checks instead of your Charisma modifier.


Hexes Dancing Strings: A tatterdemalion adds animate rope to her class spell list and spells her familiarknows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex. Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.


Spells/day 0: 3 (cantrips) 1: 2

Spells Known 0: All 1: 7 (Animate Rope) Cure Light Wounds Nauseating Dart Identify Mage Armor Peacebond Unseen Servant Web Bolt

A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.

Bonus spells/day


Patron: Agility (Princess Gossamer, fey liege of spiders)

Familiar - Lady Gwendolyn Alertness (Ex)

While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su)

The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throwfor half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells

The witch may cast a spell with a target of “You” on her familiar (as a touchspell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells

Starting at 1st level, a witch’s familiarstores all of the spells that the witchknows. This does not allow the familiarto cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Scarlet Spider 1/4 N Tiny vermin Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE AC 19, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size, +1 familiar) hp 4. The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Fort +2, Ref +5, Will +0 Immune mind-affecting effects

OFFENSE Speed 30 ft. Melee bite +7 (1d3–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison

STATISTICS Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2 Base Atk +0; CMB +3; CMD 9 (21 vs. trip) Feats Weapon FinesseB Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES Familiar

A spellcaster who selects a scarlet spider as a familiar gains a +3 bonus on Climb checks as long as the familiar remains within 1 mile of her; a scarlet spider familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (Ex)

Bite—injury; save Fort DC 10; frequency1/round for 4 rounds; effect 1 Str; cure 1 save.

Equipment

Spooky old cottage, cobwebbed but clean. Densely planted garden with puzzling herbs, flowers Full complement of (6) animals. Looms, one hand one treadle, and spinning wheel. Lots of wool, needles, shears, etc. Chest full of magical wotnots, mostly junk, but including quill, paper, etc needed for spell work. Healing kit, Sewing kit Dagger Club
Also: boots of the cat masterwork whip dart of slaying, goblin masterwork tool set 3 darts food, wool, dyes


Background: Life in Thopp was never easy, but it's been even harder in recent times, especially for poor tradesfolk trying to make ends meet. Rosie Buntzer was a widow with three children to support, and she knew she wouldn't be able to do so with her loom alone. And so, following some rumors she'd overheard at the quilting circle, she went into the woods one moonless night, and brought her first-born daughter.

Flory had always been shy, but she was very bright. She took to the loom as if she were born to it, and soon learned to maintain the family's clothes. She even picked up stray languages from around town, which made for a more diverse clientele. Rosie always thought that she was meant for bigger things.

After they returned from the woods, the speed and quality of Rosie's work increased dramatically, and she was soon taking orders from beyond the village. Meanwhile, Flory had a new pet: a scarlet spider that she named Lady Gwendolyn. They would share secrets with each other, and soon there were rumors about what that Buntzer girl could do. When the call went out for young adventurers, the locals encouraged Flory to go, as much for their future as to get her out of town.

Appearance: Flory is a thin teenager with long, dark-blonde hair and blue eyes. She wears a simple brown dress, with a lace shawl that looks like netting.