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BAAL INFERNUS, MASTER OF FIRE[edit]

CN male human wizard (fire) 1


Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)

AC: 11 (+1 Dex), HP: 8
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)

Melee Attack: Quarterstaff +0, damage 1d6. Ranged Attack: Dagger +1, damage 1d4/19-20

Saving Throws

Category Total Class Ability Misc
Fort +2 +0 +2 -
Ref +1 +0 +1 -
Will +2 +2 +0 -

Languages Common,High Talk,Ancient,Dead Talk,Scribe Code


Proficiencies Club, dagger and quarterstaff


Skill
Total Ranks Class Ability Misc
Intimidate 7 1 3 1 2
Knowl (arcane) 8 1 3 4
Knowl (dung) 8 1 3 4
Knowl (hist) 8 1 3 4
Knowl (local) 8 1 3 4
Knowl (planes) 8 1 3 4
Spellcraft 8 1 3 4
Use Magic Device 6 1 3 1 1

Traits

   Arcane Temper (+1 Initiative, +1 Concentration)
   Avid Reader (can always take 10 with Knowledge [the planes])
   Dangerously Curious (+1 to UMD, it’s always a class skill)
   Influence (+1 to Intimidate, it’s always a class skill)


Feats

   Elemental Focus (fire) [+1 save DCs of fire spells]
   Improved Initiative [+4 initiative]
   Scribe Scroll

Features

   Fire Supremacy (Su): Fire resistance 5
   Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.

Magic Concentration: +6

Typical Spells Prepared

0-level (DC 14/15): Daze, detect magic, spark

1st (DC 15/16): Color spray, mage armor, burning hands

Spells in Spellbook

0-level: All 0th except ray of frost

1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish

  • Fire spell

Familiar: Small gray bat, "Ashes." Stats TBD

Gear:

   Quarterstaff
   Dagger (2 tr)
   Fancy hat (10 tr)
   208 tin rods
   TBD

Motivation
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)
Important: Wealth (restore the family fortune)
Maybe: Curiosity (especially about magic and extraplanar stuff)

Seth Rashida, Human Ghoul-hunter (Cleric) 2nd level[edit]

ALN: Lawful Neutral

STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)

Hit Dice: D8, Hit Points: 17

Armor Class: 16 (scale +shield -dex)

Base Attack Bonus: +1

Weapons: Scimitar (bronze) +5 to hit, 1d6+3 damage slashing, crit 18-20/x2

Mace +4 to hit, 1d8+3 bludgeoning, crit 20/x2

Javelin +4 to hit, 1d6+3 piercing, crit 20/x2

Saves: Fort +4, Ref -1, Will +6

Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.

Skills (2+1 human): Appraise (int) 2 (+5), Knowledge (Religion) (int) 2 (+5), Sense Motive (wis) 2 (+8)

Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),

Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 4, 1st-level: 3+1)

  • Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
  • Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.
  • Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)
  • Orisons: Create Water, Light, Stabilize

Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level

Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.

Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).

Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)

Remaining Tin pieces: 25.5 tp


Motivation

Key: Wealth (born poor and wants to be rich), Hatred (Undead)

Important: Wanderlust (curious about other places, seeing 'wonders')

Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)

Background

Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.

Variola the Swamp Hag[edit]

Female Human Blight Druid 2 Caste: Wanderer CN

6#4d6k3 all players can boost their second highest stat to 16. if it is below 16

[url=https://orokos.com/roll/828677]Stats[/url]: [u]6#4d6k3[/u] [b]18[/b] [b]10[/b] [b]15[/b] [b]12[/b] [b]13[/b] [b]14[/b]

Str 12 Dex 14 Con 16 Int 13 Wis 18 Cha 12

HD: d8 HP: 22 AC: 15 (17) BAB: +1 ShortSpear: +3, 1d6+1 Dagger: +2, 1d4+1 Dart: +3, 1d4+1, 20’

Fort 9 Ref 2 Will 7 +1 vs disease, curse


Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.

Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.


Skills: 7/level Craft (alchemy) 2:6 Diplomacy 0:2 Heal 2:11 Intimidate 0:2 Knowledge: Nature 2:8 Perception 2:9 (11) Sense Motive 0:4 (6) Spellcraft 1:5 Survival 2:13 Swim 1:5 (2) Climb 2:6 (3)

Languages: Common, Tree Speech (Druidic, Sylvan), Wanderer Cant

Feats: Great Fortitude: +2 Fort Self-Sufficient: +2 Heal, Survival

Traits: Resilient: You gain a +1 trait bonus on Fortitude saves. Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases. Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Vermin Empathy (Su) A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.

Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Familiar: Cockroach (“Mucky”)

 HP: 7 (1/2 mine, round down)
 AC: 17
 BAB: 0 (mine)
 Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)
 Fort 4
 Ref 4
 Will 2

darkvision 60 ft., low-light vision Speed 20 ft., climb 20 ft., fly 30 ft. (poor) Climb +3, Fly +4 Hold breath 30 rds

 Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
 +1 natural armor 
 Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach 
 improved evasion: When subjected to an attack that normally allows a Reflex saving throw for 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: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. 
 empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.


Spells/Day: 1: 2+1 @@

Spells: 0: 4 Create Water: close, 2 gal/level Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type Light: touch, 10 min, 20’r + 20’r Stabilize: close, stop dying

1: 2 (DC 15) Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates

 The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Ant Haul: touch, 2 hrs/level, triple carrying capacity

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.


Equipment: [url=https://orokos.com/roll/829190]Cash[/url]: [u]3d6[/u] [b]9[/b] = 90gp

 basic tools of trade, light armour and a simple masterwork weapon for free

Hide armor. 15 Heavy wooden shield. 7 ShortSpear, masterwork Dagger. 2 Darts (4). 2 Healer’s kit. (6) Alchemist’s kit. 40

 This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Rope, hemp, 50’. 1 A smart 10 tp outfit =+1 to intimidate and diplomacy checks

 Snakeskin cap with upper part of large snake skull 

Whetstone. 0.01 Mirror. 10

 104 tp, 9 sp, 9 cp 

Potions: vanish, ant haul.

—a small stone orb patterned like a monstrous eye —three heavy metal sling-stones made of an unknown alloy: +2 stones, do an extra 1d6 cold damage. —a folded cloth sword belt

The arrow of slaying -a dozen broken arrows with magic heads -a fine helmet -a fine belt -a few more personal accoutrements-knife, purse with 30 tin, good adventuring gear worth about 30 tin


Background:

 Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives. 
 The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.
 She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).
 

Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.

Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.

Motivation Key: Duty (spread the word about the Pox Queen) Important: Fame (spite her family), Wanderlust (see the world beyond the swamp) Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)

Lakmu the Lyrist, Human, Wanderer, Rogue 2nd lvl[edit]

A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn't let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.


Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)

HD: d8 HP: 17

Armor Class: 17 Touch 14, Flatfooted 13, 21 vs AoO from Movement

Saves: F: +2 R: +6 W: +1

Base Attack: +1

Short Sword: +5 to hit, 1d6-1+1 dmg

Dagger: +4 to hit, 1d4-1 dmg

Masterwork Shortbow +5 to hit, 1d6 dmg

Sneak Attack: +1d6


Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords

Skills: (8+3 (Int) +1 (Human) +1 (Favoured Class)=13) Class Skills are Underlined Acrobatics +8, Appraise +7, Bluff +8, Climb +4, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +6 (+7 with trapfinding), Perform (Lyre) +9 Perform (Singing) +7, (Mentor), Perform (Singing) +7, Sense Motive +5, Sleight of Hand +7, Stealth +8, Survival +7 (Poverty Stricken), Use Magic Device +7

Feats: Dodge (+1 AC), Weapon Finesse, Mobility

Traits: Poverty Stricken, Mentor

Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Wealth and Equipment: +1 Weapon Belt 12 +2 arrows Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.
Backpack -2/2
Belt Pouch -1/3
Waist Pouch -0.5/3.5
Kit, Survival -5/8.5
2 x Daggers -4/12.5
Sling -/8.5
20 Sling Stones -0.2/12.7
Rope, Hemp, 50ft -1/13.7
String, 50ft -0.01/13.71
Bedroll -0.5/14.21
3 torches -0.03/14.24
3 candles -0.03/14.27
3 Trail rations -1.5/15.77
Thieves' Tools
Remaining Coin: 84.23

[[1]]

Pikku the Turnip[edit]

Male Human Fighter 3
TN Medium humanoid
STR: 17 (+3), DEX: 13 (+1), CON: 17 (+3), INT: 11, WIS: 11, CHA: 8 (-1)
Hit Dice: D10, Hit Points: 29
Armor Class: 16 (Studded leather 3 +shield 2 +dex 1), touch 11, flat-footed 15
Base Attack Bonus: +3
Weapons: +2 shortspear +9 to hit, 1d6+5 damage piercing, crit x2
Mace +6 to hit, 1d8+3 bludgeoning, crit x2
Javelin +6 to hit, 1d6+3 piercing, crit x2
Saves: Fort +8 (+3 Class, +3 CON, +2 Feat), Ref +4 (+1 Class, +1 REF, +2 Feat), Will +3 (+1 Class, +0 WIS, +2 Feat)
Weapon and Armor Proficiency: simple and martial weapons, all armor, shields
Skills (4 +1 human +1 favored): Climb (Str) 3 (+6), Swim 3 (+6), Survival (Wis) 3 (+3), , Knowledge (engineering) (Int) 3 (+3)
Feats (2 +1 human): Great Fortitude, Iron Will, Lightning Reflexes, Weapon Focus (shortspear), Blind Fight
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level
Languages: Common
SQ: Bravery +1, Armor Training 1
Traits: Life of Toil, Eyes of the Sun, Muscle of the Society

Gear/Weight:
Studded Leather armor 20
Shortspear 3
Bronze Mace 8
3 Javelins 2x3=6
Heavy Wooden Shield 10
Backpack 2
Belt Pouch 1
Bedroll 5
Crowbar 5
Flint and Steel -
Rations (7 days) 7
Waterskin 4

Kadash the Axeman[edit]

Male human fighter 3
LN Medium humanoid
Init +1; Senses Perception +0

DEFENSES
AC 18, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge, +1 armor focus)
hp 30 (3d10+9)
Fort +6, Ref +3, Will +1; +5 against mind-affecting effects

OFFENSE
Speed 30 ft.
Melee battle axe +7 (1d8+4 ,+5 if two-handed)
Ranged sling +5
STATISTICS
Str 15, Dex 13, Con 15, Int 14, Wis 8, Cha 13
Base Atk +3; CMB +6; CMD 18
Feats Dodge, Armor Focus (lamellar) , Power Attack, Weapon Focus (sling), Weapon Focus (battleaxe)
Skills Acrobatics +3, Climb +6, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (Wanderer) +8
Languages Common, Wanderer, Hillman, Sea Trade
SQ bravery +1
Gear masterwork battle axe, sling, cloak of resistance +1 , 300 tins, Wanderer's travel gear