Difference between revisions of "Wizards"

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'''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them. <br/>
 
'''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them. <br/>
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 +
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==Yona, Trickster==
 +
'''Name:''' Yona of the Flame <br>
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'''Player:''' Mindstalk <br>
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'''Gender:''' Female <br>
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'''Race:''' Human <br>
 +
'''Age:''' 19 <br>
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'''Class/Level:''' Bard 2<br>
 +
'''Alignment:''' Good <br>
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'''Description/Background:'''  Mother is Magda, a smallholder; father was Pierre, a fisherman who didn't come back from a venture on the deep lake, when Yona was young. When Yona was 12, it became clear that she was not just a gifted singer but had the Talent, and she was sent down to the city for training, with a wizard named Lola. Yona wasn't the most gifted magical student, casting from song and emotion rather than abstract manipulation, but still she learned, and read a lot, too. Now she's 19, released back to her community. "I've taught you everything you're ready to learn at the moment, and how not to be a danger."<br>
 +
'''Pic:''' https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) <br>
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 +
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.
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 +
Siblings: maybe
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Love interest: no
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Languages: Common, Elvish, +1 unspecified
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==Abilities==
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'''Strength''' 10<br>
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'''Dexterity''' 14/+2<br>
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'''Constitution''' 12/+1<br>
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'''Intelligence''' 14/+2<br>
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'''Wisdom''' 13/+1 <br>
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'''Charisma''' 16/+3<br>
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 +
==Combat==
 +
'''Senses:''' Perception +5<br>
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'''Init:''' +2 <br>
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'''HP:''' 15 <br>
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'''AC:''' 16 (Touch 12 Flatfooted 13) <br>
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'''BAB:''' +1 <br>
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'''CMB:''' +1<br>
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'''CMD:''' 13 <br>
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'''Fort:''' +1<br>
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'''Ref:'''  '''+6'''<br>
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'''Will:''' '''+4''' <br>
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'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)
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==Skills with ranks==
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'''Bluff:''' +7 <br>
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'''Climb:''' +4 <br>
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'''Diplomacy:''' +8 <br>
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'''Intimidate:''' +7 <br>
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'''Knowledge arcana:''' +7 <br>
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'''Knowledge geography:''' +7 <br>
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'''Knowledge history:''' +7 <br>
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'''Knowledge local:''' +7 <br>
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'''Knowledge nature:''' +7 <br>
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'''Perception:''' (see combat) <br>
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'''Perform (singing):''' +7 <br>
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'''Sense Motive:''' +5 <br>
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'''Spellcraft:''' +6 <br>
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'''Stealth:''' +6 <br>
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'''Use Magic Device:''' +7 <br>
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==Feats==
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'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br>
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'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]
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'''xx Level 3 xx:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.'
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==Traits==
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Deft Dodge: +1 Reflex <br>
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Second Chance: re-roll failed save 1/day
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==Class Features==
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A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
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Bardic Performance (countersong, distraction, fascinate, inspire courage)
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==Racial Features==
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'''Type:''' Humanoid (Human) <br>
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'''Size:''' Medium <br>
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'''Speed:''' 30 feet <br>
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'''Bonus Feat:''' Humans select one extra feat at 1st level. <br>
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'''Skilled:''' Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. <br>
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==Gear==
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Shortbow <br>
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Longsword <br>
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Dagger <br>
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Studded leather <br>
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Buckler <br>
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Bard's kit <br>
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Winter kit <br>
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Entertainer's outfit <br>
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Traveler's outfit <br>
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Pony named Twilight
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==Spells==
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'''Level 0''' unlimited, DC 13 <br>
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Message <br>
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Prestidigation <br>
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Dancing Lights <br>
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Ghost Sound <br>
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Detect Magic <br>
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'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br>
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Silent Image <br>
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Cure light wounds<br>
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Summon monster I <br>

Revision as of 07:45, 16 February 2019

YUCK, Scout

Moyuk “Yuck” Hobgoblin “Scout”: Ranger (Dungeon Rover) 2 N
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8
Languages: Common, Tusk Darkvision 60’ +4 Stealth
HP: 20/20 AC: 18 BAB: +2 (Cleave)
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4
Fort 5 (6 vs disease) Will 0 Ref 5
Skills: 7/lvl Climb 2:9 (6) Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6)
Feat: Power Attack -1 to hit, +2/+3 damage
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn.
Trait: Trailblazer - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases.
Trait: Animalistic Affliction - You gain a +1 trait bonus on Handle Animal and wild empathy checks
Stone Scouting (Ex) A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.
Favored Enemy (Ex): Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Vermin Affinity(Ex) +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check.

Equipment: 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30

1 gp a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed?
- a posey of sweet smelling fruits

Background: Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast.


Dasten, Opener

Dasten, TN Male Human Rogue (Unchained) 2

Abilities STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1)

Max HP: 21 AC: 17 (Touch AC: 15) (Flatfooted: 12) | Initiative: +6 BAB: 1 Hit dice: d8
Movement: 30 Size: Medium

Skills: 8 + INT (2) + 1 (Skilled) / level = 11/level Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves' tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +9, Use Magic Device +6

Saving Throws Fort:3 | Ref: 7 | Will: 2

Background Traits: Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies)

Favored Class: Rogue (Unchained) (1/6 Rogue Talent)
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion Rogue Talents: Weapon Training (Daggers)
Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan.

Feats: --Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.

Equipment: Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning) Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light) Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light) Shortbow (+5, 1d6, x3, P, 60ft) Light mace (+5, 1d6, x2, B, Light) Sap x2 (+5, 1d6, x2, B, nonlethal, light) Leather Armor (+2 AC | Max +6 DEX) Shortsword x2 (+5, 1d6, 19-20/x2, P, Light) Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light)

Gear: Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves' tools. He wears a pickpocket's outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny.

Backstory: Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.


Yona, Trickster

Name: Yona of the Flame
Player: Mindstalk
Gender: Female
Race: Human
Age: 19
Class/Level: Bard 2
Alignment: Good
Description/Background: Mother is Magda, a smallholder; father was Pierre, a fisherman who didn't come back from a venture on the deep lake, when Yona was young. When Yona was 12, it became clear that she was not just a gifted singer but had the Talent, and she was sent down to the city for training, with a wizard named Lola. Yona wasn't the most gifted magical student, casting from song and emotion rather than abstract manipulation, but still she learned, and read a lot, too. Now she's 19, released back to her community. "I've taught you everything you're ready to learn at the moment, and how not to be a danger."
Pic: https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big)

Personality: mix of playful or intense. Wins most staring contests. Bossy. Kind.

Siblings: maybe

Love interest: no

Languages: Common, Elvish, +1 unspecified

Abilities

Strength 10
Dexterity 14/+2
Constitution 12/+1
Intelligence 14/+2
Wisdom 13/+1
Charisma 16/+3

Combat

Senses: Perception +5
Init: +2
HP: 15
AC: 16 (Touch 12 Flatfooted 13)
BAB: +1
CMB: +1
CMD: 13
Fort: +1
Ref: +6
Will: +4
Special: +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)

Skills with ranks

Bluff: +7
Climb: +4
Diplomacy: +8
Intimidate: +7
Knowledge arcana: +7
Knowledge geography: +7
Knowledge history: +7
Knowledge local: +7
Knowledge nature: +7
Perception: (see combat)
Perform (singing): +7
Sense Motive: +5
Spellcraft: +6
Stealth: +6
Use Magic Device: +7

Feats

Human Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'
Level 1: Arcane Strike

xx Level 3 xx: Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.'

Traits

Deft Dodge: +1 Reflex
Second Chance: re-roll failed save 1/day

Class Features

A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (countersong, distraction, fascinate, inspire courage)

Racial Features

Type: Humanoid (Human)
Size: Medium
Speed: 30 feet
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Gear

Shortbow
Longsword
Dagger

Studded leather
Buckler
Bard's kit
Winter kit

Entertainer's outfit
Traveler's outfit

Pony named Twilight

Spells

Level 0 unlimited, DC 13
Message
Prestidigation
Dancing Lights
Ghost Sound
Detect Magic

Level 1 4/day, [3 class, 1 Cha] DC 14
Silent Image
Cure light wounds
Summon monster I