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[OOC] The Bunkhouse
#1
Place character sheets and backgrounds here.  I don't care what format as long as it is easily read.  Please be sure to update things like equipment and loot as the adventure progresses.  No questions or comments in this thread.  Character sheets only.
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#2
Reawyn (link to full sheet)

NG Human | Alchemist (Tomb Breaker) 1 | speed 20' | Init:+2
Str:10 Dex:14 Con:12 Int:19 Wis:10 Cha:10
HP: 9/9 | AC: 15/12/13 (Studded Leather, Dex)|ACP:-1 | CMD:12 | FCMD: 12
F:+3 | R:+4 | W:+0


Attacks:
Bomb: +3 / 1d4+4 (1d8+4 vs non-living) / 20 x2 Range: 20', Far shot, range touch attack, splash
Spear: +0 (+2 thrown) / 1d8 / x3 Range: 20', Brace
Sling: +2 / 1d4 / x2 Range: 50'
Dagger: +0 (+2 thrown) / 1d4 / 19-20 x2 Range: 10'
Club: +0 (+2 thrown) / 1d6 / x2 Range: 10'
Paper Candle: +3 / - / Range: 5' - Anyone in the same square when it explodes must make a DC 15Fortitude save or be dazzled for 1d4 rnds.

Skills: Appraise(background) +8; Craft (Alchemy) +8; Craft(Alchemy)(item creation) +9; Craft(Gemcutting)(background) +8; Disable Device +10; Heal +4; Knowledge (Arcana) +8; Knowledge (Engineering) +5; Knowledge (Nature) +8; Perception +4; Perception(Trapfinding) +5; Spellcraft +8; Use Magic Device +8
Languages: Common, Draconic, Elven, Giant, Hallit, Undercommon, Varisian 

Traits: Local Ties(Disable Device), Pragmatic Activator

Alchemy:
Alkahest Bombs: 5/5
Crypt Breakers Draught: 10 minutes - +4 Perception + either Darkvision 60', Low-light Vision, or Scent; Light-Blindness
Formulae Known: 1st: Adhesive Spittle, Ant Haul, Blurred Movement, Bomber's Eye, Cure Light Wounds, Targetted Bomb Admixture
Formulae Prepared: 1 x Adhesive Spittle, 1 x Cure Light Wounds

Description:
Reawyn is relatively short, with only an average build and nondescript brown hair. He does not seem like the adventuring sort, not at first. but he is surprisingly nimbe, and the constant odours of sulphur and other compounds that surround him belay his profession.
Reawyn is usually wearing clothes that were once bright, even garish, but they are often worn and threadbare, stained by to the acidic compounds he works with, either becoming stained or even frayed and tattered as the caustic chemicals break down the fabric.

Biography:
Reawyn grew up as part of a roving clan of Varisiam merchants. The caravan traveled throughout Numeria and neighboring Ustalev, never staying in one place very long. Always the lure of the open road called. Ever the curious child, Reawyn learned at the side of a Varisian alchemist who made a decent living creating curative potions to sell with the travelling caravan.
Reawyn's curiosity and thirst to always know more has driven him to take risks that the rest of his clan do not dare though. Already outcasts they do not wish to awaken the ire of the Technic League by exploring the many ruins that dot the landscape in which they roam. Reawyn is convince that he might find the key to raising his clan up out of the fringes of society, if only they can master some of the ancient technology. He has studied long and learned the ancient language of these Star men, Androffan. His clan recently passed through Torch, and he has decided that this is the perfect opportunity to strike out on his own, and prove himself to his clan as more than justa peddler of potions. With the Torch being extinguished, and talk of new caves being revealed, this is the perfect opportunity.


Conditions/Effects:
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#3
Chrome Veneer                                            Level 1  
Male human sorcerer (impossible bloodline) 1
NG Medium humanoid (human)
Init +1 Senses Perception +1
__________________________________________
DEFENSE                                                                                               .
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +1, Will +3
__________________________________________
Offense                                                                                                 .
Speed 30 ft
Melee dagger -1 (1d4-1)
Bloodline Spell-Like Abilities
(CL 1st; concentration +5)
7/day-- Disorienting Touch (Sickened target)
Sorcerer Spells Known
(CL 1st; concentration +5)
1st (4/day)-- Enlarge Person, Sleep (DC 15)
0th (at will)-- Light, Mending, Detect Magic,
    Read Magic
Bloodline Impossible
__________________________________________
Statistics                                                                                              .
Str 9, Dex 12, Con 14, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -1, CMD 10
Feats Technologist, Skill Focus (Knowledge:
Engineering)
Skills Knowledge (arcana) +6, Knowledge
(engineering) +9, Spellcraft +5, Use Magic
Device +8
Languages Common, Hallit, Orcish, Androffan
SQ Construct Manipulation, Numerian Archaeologist,
Mathematical Prodigy

Combat Gear dagger,; Other Gear sorcerer’s kit, 60 gp


Background
Jeremy "Chrome" Veneer was a child when he first discovered the allure of bringing about "life" where there previously was none. Not necromancy... Chrome had no desire to bring back lost family or raise some immortal army. He had no such traumatic past nor diabolical ambitions. No, his desire was built on a childhood toy given to him by his family. A simple spring-loaded wooden toy. Nothing complex, build up the tension using a little screw, and watch the little toy move forward. Still, this fascinated him; to the extent that he asked for as many books about such things as he could find. Coming from a wealthy and arcane-studied family, they saw no need to stifle this interest. Eventually, his requested tutoring and self-study delved into the concepts of using magic to animate something that previously held no means of animation. Chrome could see no other future, this would be his life.

Or so he thought.


When much older, but still no adult, Chrome was visiting the Wise Quarter of Absalom. He'd heard stories of the famed Numeria and that the curator of the Blackros Museum, Nigel Aldain, had somehow finagled enough exhibits for a thematic display. Years ago Chrome knew his life would revolved around the wondrous concepts of constructs. Never had he been so wrong. Staring at the exhibit of a "robot," It was as though some understanding had finally been made, a bridge between two previously separate ideas of arcane had been made. Two concepts he'd never been able to connect before. Now he observed this oddly made construct, a feeling akin not using magic to animate but instead the same sort of design that powered his toy years ago. Not only that, but magic he'd been taught had no effect on such creatures without true minds--- what a lie that was! These "objects" were alive just as much as any other creature, just in a different way. He could see that now.

Chrome had to know more. For the next couple of years, he refocused himself and studied the language of the region, Hallit, as well as many other unknowns he would come in contact with venturing into an unknown land for the first time. Leaving his safety of a scholarly life here at the center of the world for the pursuit of furthering his study into bringing about life. He will never forget the day he first saw that pillar of purple flame en route to Torch, a beacon lighting up the sky telling him he'd come home.

Specifics
At least twenty for age, not deadset on the timespan he'd have been in Torch. A Human of very focused study. My intentions were to be an arcane caster of sorts, one capable of envisions the impossible and seeing beyond the mundane. *cough*

To that end, Chrome serves as many things, though tending towards supportive with his spells against all but a specific subset of enemy. Otherwise, he had studied the concepts of technology, and may act as a guide in such respects.
Within Torch, he is one of many Numerian Archaeologists; having come to the land seeking to explore these concepts that have fascinated him since a child. Having learned of another language used upon some of the artifacts, he made an effort to piece together as much as he could to teach himself.
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#4
Appearance:  One's first impression of Ursk might be that of a dwarf-sized flesh golem. His face is badly scarred, his beard is unkempt, and the tattoos inscribed on his scalp aren't tattoos at all but are yet more scars, carved with a blade. On purpose? Maybe. A particularly deep scar cuts from the side of his right eye to below his chin, an ugly pale gash against his leathered flesh. The flesh of his neck thick and calloused as if once rubbed raw over many years. He's of average height for a dwarf, clad in scalemail and carrying a fearsome axe. 

Background and Personality
*crack* So I bleed. *crack* I refuse. *crack* You cannot break me. *CRACK*

...

Ursk was once a free dwarf. Once. Today, some confuse the lack of a collar around his neck to mean he is free. Far from it. He has traded the master with the whip for another master, one that gives him strength but threatens to consume him utterly. He is not free. He knows this. And he does not care.

Decades ago when he was merely a child, Ursk's clan, nomads and merchants for the most part, had discovered a vein of noqual and began mining it. They tried to keep their efforts secret, primarily due to the value of their find but also knowing the danger. They had roamed far from the Five Kings Mountains and were perilously close to Numeria. However, it was not long before the Technic League heard through its agents of the dwarves' activities and dispatched their gearsmen to secure the site as well as bodies to operate the mine. The attack came before dawn after a night of celebration. Ursk was too young to partake, but he recalls it was a seasonal festival of some sort, giving thanks to some god for their bounty. A bitter brew.

His father fought to save him before being impaled upon a gearsman's crackling spear. His mother was slammed into unconsciousness and Ursk soon followed. When he awoke, she was gone and Ursk had a collar around his neck, manacles and chains around his wrists.

"You are not men. You are not dwarves. You are not beasts!", screamed the taskmaster. Crack! Someone screamed... It was Rundella. She'd always been nice to Ursk. "You are slaves. Less than beasts. The sooner you accept that, the happier you will be, for you will know purpose."

Rundella died soon after, unable to meet the demands of their taskmasters. Over the next couple of decades, Ursk's only companion was the rage welling within him. He nursed it. Held on to it. Every strike of his pick, every crack of the whip, the rage grew a little stronger. They will pay.

Eventually, an opportunity came. It had been brewing for some time. The taskmasters had grown complacent yet their cruelty had grown, too. CRACK! But no scream. Instead... CLANG! Someone's pickaxe drove into a gearsman's head. "Ggggghg!" One of the taskmasters was being strangled by another slave. By the time the masters had begun to organize, a full scale rebellion was underway. Ursk blacked out, the rage consuming him.

When Ursk woke, he found himself at the bottom of a pit surrounded by corpses. Bodies of the League's taskmasters lay along side the bodies of slaves. He imagined the League thought it had won, but Ursk knew better. The slaves were now equal to their masters and they were free. Forever. But not Ursk. He crawled out of the pit, finding himself miles away from the mining site. Over the following weeks, he managed to nurse himself back to health and began to plot his revenge against the League.

Within the last week, while gathering supplies and making ready for another raid on a League caravan, he has found himself in the town of Torch, the eponymous flame having been extinguished under mysterious circumstances.

They are slaves, too, they just don't know it. And the League will come to investigate. For now, I wait...

Personality:  It's been so long since Ursk was shown kindness, he is never the first to offer it. And when others offer it to him, His first response is always suspicion. To Ursk, not planting his axe in someone's skull is a courtesy. He should have to say "please" and "thank you", too!? Rubbish. Life is too brutal to give or expect niceties. It's not that he hates everyone; he just doesn't care about the worries of men. He is a slave and he has his purpose. Indulging the whims of free men and women and their notions of civilized society are no longer that purpose. As a consequence, he is slow to anger, but once unleashed, he gives everything to his rage. Little rouses his fury like the agents or machinations of the League. If he judges someone to be under the League's iron boot, he will give his life to protect them. It is the only way he will find freedom.
Full Stat Block (Not Raging)
Ursk the Forever-Chained
Male dwarf barbarian (invulnerable rager) 1 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)

Defense

AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training

Offense

Speed 30 ft.
Melee 
  • dagger +4 (1d4+3/19-20) or
  • dwarven waraxe +4 (1d10+3/×3)
Special Attacks hatred, rage (7 rounds/day)

Statistics

Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Raging VitalityAPG
Traits against the technic league (weapons), dirty fighter
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +2, Intimidate +2, Perception +4 (+6 to notice unusual stonework), Survival +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Other Gear scale mail, light wooden shield, dagger, dwarven waraxe, backpack, belt pouch, blanketAPG, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 11 gp

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Rage (7 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Partial Stat Block (Raging)
Ursk the Forever-Chained
Male dwarf barbarian (invulnerable rager) 1 (Pathfinder RPG Advanced Player's Guide 79)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)

Defense

AC 16, touch 10, flat-footed 14 (+5 armor, +2 Dex, -2 rage, +1 shield)
hp 19 (1d12+7)
Fort +8, Ref +2, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training

Offense

Speed 30 ft.
Melee 
  • dagger +6 (1d4+5/19-20) or
  • dwarven waraxe +6 (1d10+5/×3)
Special Attacks hatred, rage (7 rounds/day)

Statistics

Str 21, Dex 14, Con 22, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +6; CMD 16 (20 vs. bull rush, 20 vs. trip)
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#5
The young psychic, Weyna, was born to a large family of nomads that traveled the plains of Numeria. Surprisingly, her mother is actually from Ustalav. Her parents expected great things from her, at an early age. Alas, they were killed in the barbarian wars of Numeria when she was 10, and she went on with her two grandparents, aunt, and older brother. Her family got by hunting for what food they needed, and selling excess pelts, and she learned the skills required to continue that.

When she was 15, she befriended a kobold, who became a loyal friend and joined the nomad family.

At 17, she began hearing voices, speaking of a golden goddess. Driving by the voices, she left her family (with her kobold friend) to seek out more about this goddess, and on the borders of Numeria, she met a priest of Sarenrae. She became a devout follower of the Dawnflower, and through her faith, her psychic abilities began manifesting. After a year of training, she returned to Numeria to begin her travels once again

Specifics
Personality: Weyna is at once naive and worldly. A nomadic life in Numeria is a harsh one, but she somehow continues to try to ease the burdens of others. She is a loving friend, confident in herself, and well-mannered, if a bit emotional at times. She keeps only those possessions that are required for survival.

Skills/Role: Her travels and studies have taught her much, and she is a veritable treasure-trove of (sometimes useless) facts, which she will happily tell you all about. She is also an avid hunter, good at surviving in the wilderness, and can cook a mean rabbit. Her primary function in the group will be healing and otherwise keeping everyone alive.

Ties to Iron Gods Campaign: Stargazer. A childhood spent often sleeping under the stars, she became fascinated by them. Even more so when her grandfather began telling tales of sky-rocks, and beings from the sky. Her religious practice has further strengthened the desire to learn all she can about aliens. They come from beyond the sun.

Recently, all her stuff was stolen, so she became stranded in Torch until she can get enough coinage to replace it.

((Feel free to do whatever you want with the random kobold NPC. Keep her around, or say she was killed. I just decided that Weyna's best friend growing up would be... unconventional, in keeping with her optimism.))

Sheet is in sig (and a paper copy at home, because I don't trust Mythweavers anymore).
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#6
I've settled on the longbow for now as I've never used firearms and it seems unlikely to fly with a MW Pistol at Lvl 1.

Eva Morningtide
Female Android Magus(Eldritch Archer)
NG Medium Humanoid(Android) 
Speed 30' | Init: +4  
Exceptional Senses: Darvision 60', Lowlight Vision, Perception: +6 (Skill, Racial)

Defense
AC: 17 / Touch: 14, FF: 13 (Studded leather, Dex) | CMD: 15
HP: 10 (1d8+1+1) [HD+Con+FC] 
Fort: +3 Reflex: +4 Will: +2
Abilities: Constructed (+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects)

Offense [Point-Blank Shot, Ranged Spell Combat]
Melee: Starknife +0 (d4 x3) 20' Range
Ranged Longbow +5 (d8+1) 110' Range

Spells Known
Cantrips:
Presto
Mage Hand
Dancing Lights

1st Level: 2/day
Snowball
Frostbite
Shield (Prepared x2)
Obscuring Mist
Feather Fall
Keep Watch

Statistics
Str:12 Dex:18 Con:12 Int:16 Wis:10 Cha:08
BAB +0, CMB +1
Feats: Point-Blank Shot
Traits: Numerian Archaeologist, Friend in Every Town (+1 K. Local and Diplomacy which is also a class skill)
Skills: (7/Level, 2+ 3 Int + 2 Background (Craft (Mechanical) and Linguistics)
Climb, Craft (Mechanical) (7), Diplomacy (4) , Fly, Intimidate, Knowledge (Arcana) (7), Knowledge (Dungeoneering) (7), Knowledge (planes), Linguistics (7), Perception (6) , Profession, Ride, Spellcraft (7), Swim,
Armor Check Penalty: -2
Languages: Common, Androffan, Hallit, Orc, Draconic, Dwarven
Carrying Capacity: 43 lbs, 44–86 lbs, 87–130 lbs.

Special Abilities:
Racial:
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks
Nanite Surge: Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.)

Class Abilities:
Ranged Weapon Arcane Bond
Arcane Pool: 4/4
Ranged Spell Combat: -2 Penalty to Attack Rolls to Attack with a ranged weapon and cast a Spell in the same turn.

Gear and Equipment
Starting Wealth Avg. 140 (99.6g used) (62 1/2 lbs)
Arcane Bond Composite Longbow Free and 3 Lbs
Explorers Outfit Free and 8 lbs (Doesn't apply to encumbrance)
Spellbook Free and 3 lbs

Studded Leather 25g and 20 lbs
Starknife 24g and 3 lbs
Arrows x40 2g and 4 lbs
Backpack 2g and 2 lbs
Bedroll 1s and 5 lbs
Flint and Steel 1g and 0 lbs
Rations x 5 2.5g and 5 lbs
Waterskin 1g and 4 lbs
Silk Rope 10g 5 lbs
Grappling Hook 1g and 4 lbs
Chronicler's kit: 40g and 4-1/2 lbs (map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord)

Background: 
Eva was originally born into the world burdened with a sickly and frail human body. Through magic, medicine and willpower she was able to live 15 long years in her human frame. Her father, a brilliant researcher and mage, used his talents to place Eva's untethered soul into a dormant Android body that was 'acquired' from the Technic League. Eva has never met her mother and her father would rarely if ever speak of her, but she knows that her mother is at least partly responsible for her new body and chance at a long life.

For obvious reasons Eva has had to keep out of sight while adjusting to the many changes in her life. Everything seemed to be going well for her small but rather well off and happy family until the disappearance of her father led Eva into a life of an adventurer. Believing that he was either taken by the league or fallen to some ancient trap she works to continue his life's work in exploring the ruins of Numeria hoping to one day be reunited with her only family.

Personality and Character: Eva is honest to a fault and being forced to hide herself and mislead the people around her has been a trying ordeal. She is studious and inquisitive often getting lost in books and stories of all kinds and asking no end of questions about topics she has little knowledge of.

Appearance: Referance
Eva's new appearance is a far cry for her former self. With her dark hair and pale complexion Eva often has to remind herself that she is no longer the frail child she once was.
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#7
Kayla Striegold
Female half-elf rogue (burglar) 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Base Atk +0; CMB +2; CMD 15
Melee short sword +2 (1d6+2) (19-20/x2) or
. . dual short sword +0/+0 (1d6+2/1d6+1) (19-20/x2)
Ranged shortbow +3 (1d6) (×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 10, Wis 14, Cha 13
Languages Androffan, Common, Elven
Skills: (8 ranks per level)
Acrobatics* (+7) {+3 ability -0 AC +1 rank +3 class}
Appraise* (+4) {+0 ability +1 rank +3 class}
Bluff* (+1) {+1 ability +0 rank +0 class }
Climb* (+6) {+2 ability -0 AC +1 rank +3 class}
Craft(traps)* (+4) {+0 ability +1 rank +3 class}
Diplomacy* (+1) {+1 ability +0 rank +0 class}
Disable Device* (+11) {+3 ability -0 AC +4 bonus +1 rank +3 class}
Disguise* (+1) {+1 ability +0 rank +0 class}
Escape Artist* (+7) {+3 ability -0 AC +1 rank +3 class }
Fly (+3) {+3 ability -0 AC}
Heal (+2) {+2 ability}
Intimidate* (+1) {+1 ability + 0 rank + 0 class}
Knowledge (dungeoneering)* (-) {+0 ability +0 rank +0 class }
Knowledge (local)* (-) {+0 ability +0 rank +0 class }
Linguistics* (-) {+0 ability +0 rank +0 class }
Perception* (+8) {+2 ability +2 race +1 rank +3 class}
Ride (+3) {+3 ability -0 AC}
Sense Motive* (+3) {+2 ability +1 trait}
Sleight of Hand* (-) {+3 ability -0 AC +0 rank +0 class}
Stealth* (+7) {+3 ability -0 AC +1 rank +3 class}
Survival (+2) {+2 ability}
Swim* (+2) {+2 ability -0 AC}
Use Magic Device* (-) {+1 ability +0 rank +0 class}
--------------------
Gear
--------------------
Magic items:
Weapons & Armor: leather armor, short sword (x2), shortbow, arrows (20)
Other Gear: backpack, bedroll, belt pouch, blanket, silk rope (50 ft.), sunrod (3), thieves' tools, trail rations (10), waterskin (2)
Treasure: 22 gp, 4 sp


--------------------
Traits
--------------------
Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Numerian Archaeologist: When you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
--------------------
Feats
--------------------
Skill Focus (Disable Device): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
--------------------
Special Abilities
--------------------
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities – Sleep: You are immune to magic sleep effects.
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6: Attacks deal extra damage if flank foe or if foe is flat-footed.
Trapfinding +1: Gain a bonus to find or disable traps, including magical ones.
--------------------
Rogue Talents
--------------------
None (yet!)
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#8
At first glance Taijun looks like an outsider, the way he walks and carries himself, his dress, and the stoic expression on his face, but a closer look reveals the subtle features of a native. His body is lean and muscular, his hair dark, and only his blue eyes hint at something other. Anyone would walk right past him thinking not much of him, and that is how he prefers it. He doesn't even carry a weapon except for the simple wooden walking stick, nope nothing intimidating here...
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#9
Kaska of Red Talons

Female Human (Kellid) Ranger (Galvanic Saboteur) 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 16
Fort +4, Ref +5, Will +2
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee +4
Ranged +3
------------------------------
STATISTICS
------------------------------
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD +16

Traits:

Local Ties (Campaign Trait)

Indomitable Faith:
Benefit +1 WIS Save

Feats:

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills (8 points; 6 class, 0 INT , 2 Background) ACP -3:

Craft (Fletcher) +4 = INT 0+1+3 (Background) / Disable Device*† +6 = DEX 2+1+3 / K (Engineering) (Background)† +4= INT 0+1+3 / K (Nature)† +4 = INT 0+1+3 / Perception +5 = WIS 1+1+3 / Stealth +6 = DEX 2+1+3 / Survival +5 = WIS 1+1+3 / Swim +7 = STR 3+1+3.

Languages: Common, Hallit

Ranger (Galvanic Saboteur):
Favored Enemy (1): Constructs
Track
Reprogram (Construct Wild Empathy)
------------------------------
GEAR/POSSESSIONS:
Greatsword
Longbow & Arrows (20)
Dagger
Heavy Mace
Hide Armor
------------------------------
Appearance and Personality:

Height: 5'6" | Weight: 135 | Hair: Black | Eyes: Green | Age: 17
Kaska is solidly built and on the tall side for a Kellid woman. While she does show some developed musculature in her arms and legs, she's stronger than she looks. Growing up mostly in Torch, Kaska dresses no differently than the average person on the street.

To a non-Kellid Kaska would probably satisfy the stereotypes generally expected of them: stoic, practical, given to few words. But Kellids who still live nomadically, far from towns or cities would certainly notice the difference. She is less of all those things because, while she has been taught by her uncle, a single young man can only impart so much. Besides, the knowledge and skills he has taught her have never really been tested. Her life has never depended on them. Her life so far has been a sedentary one, and she knows wage labor and shopping for needs better than living off the land. While Kaska is a Desna worshipper, she is also a believer in the many spirits which are everywhere. She knows the rituals and prayers to appeal to and appease them. Her Zoic fetish is one of her most important possessions.

Kaska's approach to her hatred of machines and the Technic League is a good example of her blended but practical approach to things. She shares her mistrust of technology with most all Kellids, but is quite willing to learn as much about it as she can to further the goal of eliminating it, or at least most of it, from Numeria.

Background:

Kaska belongs to the Red Talons tribe, which possessed ancestral territory in the Sellen Hills of eastern Numeria. When Kaska was very young, the tribe came into conflict with the Technic League. An area of low mounds, which the tribe held as sacred, became a place of interest to the Technic League. Warfare broke out between the two. While the conflict remained a stalemate for a couple of years, the League eventually approached the more powerful and predatory Sunder Horn tribe to the north, enlisting them as allies. Squeezed between the technology of the Technic League and Sunder Horn raiders, the Red Talons tribe was destroyed. Most were killed or captured to work as slaves in the Sunder Horn iron mines.

The remnants of the Red Talons tribe fled the area and settled elsewhere. Kaska came to Torch with her uncle, her only remaining close relative, when she was five. Her uncle taught her what he could of the Red Talons past and traditions, but her knowledge of those things is incomplete. Having grown up in Torch, Kaska does not have the reflexive fear of technology and machines many Kellids possess. But she does view them as an evil and a plague on nature.
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#10
Berna Pirnaz

Female Human (Taldan) Alchemist (Grenadier) 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 11
Fort +4, Ref +5, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +0
Ranged +3
------------------------------
STATISTICS
------------------------------
Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD +12

Traits:

Local Ties (Campaign Trait)

Pragmatic Activator:
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Feats:

Point Blank Shot
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Throw Anything
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Skills (10 points; 4 class, 4 INT , 2 Background) ACP -2:

Craft (Alchemy) +8 = INT 4+1+3 / Disable Device*† +7 = DEX 3+1+3 / Heal +5 = WIS 1+1+3 / K (Arcana)† +8 = INT 4+1+3 / K (Nature)† +8 = INT 4+1+3 / Perception +5 = WIS 1+1+3 / Profession (Military Sapper)† +5 = WIS 1+1+3 (Background) / Sleight of Hand*† +7 = DEX 3+1+3 (Background) / Spellcraft† +8 = INT 4+1+3 / Use Magic Device† +8 = CHA (INT) 4+1+3.

Languages: Common, Dwarven, Halfling, Gnome, Elven

Human:
Dual Talent
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Alchemist (Grenadier):
Alchemy (Su)
Bombs (Su)
Mutagen (Su)
Martial Weapon Proficiency (Longbow)
------------------------------
Formula List
------------------------------
1st (1/day)
Adhesive Spittle
Cure Light Wounds
Keen Senses
Shield
Targeted Bomb Admixture
------------------------------
GEAR/POSSESSIONS
Studded Leather Armor
Sling (20 Bullets)
Dagger
Light Mace
Acid Flask
Alkali Flask
Bandolier x2
Formula Book
Alchemy Kit:
Alchemist Crafting Kit
Backpack
Bedroll
Belt Pouch
Flint & Steel
Ink & Inkpen
Iron Pot
Mess Kit
Soap
Torches (10)
Trail Rations (5 Days)
Waterskin
------------------------------
Appearance and Personality:

Height: 5'1" | Weight: 110 | Hair: Dark Brown | Eyes: Brown | Age: 19
Berna is short and rather small-framed. Her head is topped by a great mass of thick brown curly hair that comes to her shoulders. Her skin is tanned from plenty of time in the sun, which has freckled her cheeks and nose as well. Her nose is a prominent feature on her face, long and thin, and it can her a slightly bird-like appearance. She is not unattractive, but she doesn't put any effort into highlighting her looks.

She typically wears clothing that is practical for dirty and messy work. Tough durable fabrics like canvas in colors that do not show stains well are her choice because stains, burns, and other chemical mishaps wreck nicer clothes so easily. Dark brown trousers with boots, a loose black cotton shirt, and a pocketed vest of brown or dark green is what she can usually be found in.

Berna is not good with people. It's not that she is unfriendly or mean spirited, quite the opposite actually. She tries to make friends and she's helpful and considerate (to the extent her distractions allow her to recognize others' wants and needs). She is not good at reading people, so she usually misses the interpersonal cues people give in communicating. She is also very focused on her particular interests so while some few people might find alchemical processes and gadgetry interesting, she usually bores people without realizing it.

Generally she is cheerful and positive in her outlook towards things. She is an optimist who rarely gives up without good reason. She is also not terribly concerned with, or necessarily aware of, many social rules and norms. This can mean companions or friends of hers must sometimes show patience with her and be willing to take the lead in dealing with strangers while finding a way to keep her quiet.

Background:

Berna's mother Komana was a camp follower and occasional prostitute in the train of a Taldan army. When she found herself pregnant, she left to settle in Yanmass, a small trade city in northeastern Taldor.

As a child, Berna Pirnaz was left to herself mostly. Komana worked whatever menial jobs she could find, which meant long hours away from home. They were very poor, and sometimes lacked for food and other basics. Their obvious poverty and position as relative newcomers kept them isolated, and Berna had difficulties making friends with other children. Not only was she excluded due to her status, but she was precociously intelligent, which made it difficult to relate well to other children.

Instead Berna spent her time visiting the shops and workspaces of the craftspeople around the neighborhood. She was clever, curious, and caused them no trouble. In return, most of them were willing to let her watch them work, and talk to her about what they were doing. Occasionally they let her take scraps or cast offs away with her to play with. Berna was always careful not to wear out her welcome, so she never stayed too long, or asked too much at any one place. She rotated among several places learning a little of this and that over time.

Berna's great ability was to take the bits and bobs of information she learned and weave them together into a coherent body of knowledge. While the other children played with each other, she was retracing the steps of what she had seen and heard with her scraps and, eventually, making things that worked. Alchemy was the craft that most captured her imagination and energy, and she took it the farthest.
Of course all the time spent in such ways did little to develop her social skills. She continued to be an awkward outsider who did not understand how to connect with others.

When Berna was 16 she left home to join the Taldan army as a sapper. She had learned all she could where was she was, and she knew of no other way to learn more. At first she was delighted, if a bit overwhelmed by the things she learned and the close presence of so many people. A slightly older soldier in her company named Jovan took her under his wing, and they became friends. Berna's background led to her training in building and planting explosives.

But before too long she found that the military was only interested in teaching her what they needed her to do, and exactly no more. Aside from Jovan, she remained a square peg who shared little with the other soldiers around her. At the age of 18 Berna deserted the army and traveled north. She had heard enough about Numeria to understand that there would be much she could learn, or possibly discover there. It was also unlikely that Taldan justice would track her to such an unusual destination.

Berna took up residence in Torch and started over. Now she works at an apothecary's shop, enjoying a more relaxed life for a while and mulling over what her next steps will be. In the year that she has lived in Torch, Mimi has come to know Khonnir Baine. They are friends and he serves as a mentor to her.
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