[OOC] The Bunkhouse - Printable Version +- RPG Addicts | We Know You're Hooked (https://forums.rpgaddicts.com) +-- Forum: Fantasy Games (https://forums.rpgaddicts.com/forumdisplay.php?fid=6) +--- Forum: Pathfinder 1st Edition (https://forums.rpgaddicts.com/forumdisplay.php?fid=69) +---- Forum: Iron Gods (GM Marvel) (https://forums.rpgaddicts.com/forumdisplay.php?fid=93) +---- Thread: [OOC] The Bunkhouse (/showthread.php?tid=427) Pages:
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RE: The Bunkhouse - Jhaeman - 03-01-2017 Basic Information Character Name : Gurkagh Height : 6’2 Character Race : Human (Kellid) Weight : 240 lbs Alignment : CG Eyes : Blue Deity : Spirit World Hair : Brown Total Level : 1 Size : Medium Speed : 20’ (armor) Character Class Information Level 1 Class : Shaman Max HP *: 8 FC Bonus: Spell (Spark) Level 2 Class : HP Roll*: FC Bonus: Level 3 Class : HP Roll*: FC Bonus: *HP without con modifiers. Favored Class: Shaman (Human Alternate Favored Class Bonus: Add one spell from the cleric spell list that isn’t on the shaman spell list; this spell must be at least 1 level below the highest spell level the shaman can cast.) Ability Scores Strength : 14 (+2) +4 point buy + 0 racial + 0 level + 0 misc Dexterity : 14 (+2) +2 point buy + 2 racial + 0 level + 0 misc Constitution : 14 (+2) +4 point buy + 0 racial + 0 level + 0 misc Intelligence : 7 (-2) -3 point buy + 0 racial + 0 level + 0 misc Wisdom : 16 (+3) +6 point buy + 0 racial + 0 level + 0 misc Charisma : 12 (+1) +2 point buy + 0 racial + 0 level + 0 misc Maximum Load : 175 lbs. Lift Overhead : 175 lbs. (equal to Maximum Load) Lift : 350 lbs. (equal to Maximum Load x2) Drag or Push : 875 lbs. (equal to Maximum Load x5) Combat Statistics Hit Points : 10 Base Attack (BAB) : +0 Initiative : +2 2 Dex + 0 misc Base Melee : +2 0 BAB + 02 Str + 0 misc Base Ranged : +2 0 BAB + 02 Dex + 0 misc Combat Maneuver : +2 0 BAB + 2 Str + 0 misc <- CMB Maneuver Defense : 14 10 + 0 BAB + 2 Str + 2 Dex + 0 misc <- CMD Armor Class : 16 10 base + 4 armor + 0 shield + 2 Dex + 0 misc Touch AC : 12 10 base + 2 Dex + 0 misc Flat-Footed AC : 14 10 base + 4 armor + 0 shield + 0 misc Saving Throws Fortitude : +2 0 base + 2 Con + 0 misc Reflex : +2 0 base + 2 Dex + 0 misc Will : +5 2 base + 3 Wis + 0 misc Conditional Bonuses and Penalties : Racial Abilities and Features +2 to One Ability Score Medium Size Normal Speed Bonus Feat (extra feat at 1st level) Skilled: One additional skill rank per level. Languages: Begin speaking Common. Class Abilities and Features 1. Orisons: Can prepare orisons (zero-level spells) each day. These are not expended when cast. 2. Spirit (Su): The shaman forms a mystical bond with a single spirit, which grants a number of special abilities. At 1st level, the shaman gains the spirit ability granted by her chosen spirit, adds the spells granted by that spirit to the list of spells that she can cast using spirit magic, and adds the hexes possessed by that spirit to the list of hexes she can use with the hex and wandering hex class features. Wood Spirit: A shaman who selects the wood spirit has a skin tone similar to the coloration of trees in her home region. Her vibrant hair is fragrant, and resembles leaves and blossoms. Spirit Animal: The shaman’s spirit animal looks like a wooden figurine or a vaguely animal-shaped tree branch when it is motionless. The animal gains the freeze universal monster ability. Spirit Ability: Tree Limb (Su): As a swift action, the shaman can turn one of her arms into a heavy, branchlike limb. She must drop anything held in that hand, and she can’t use this ability if she is wearing a shield on that arm. Until the beginning of her next round, she gains a slam attack that deals 1d8 points of damage (if a Medium shaman; 1d6 if Small, 2d6 if Large). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 8th level, the reach of the slam attack increases by 5 feet. At 16th level, the shaman can choose to transform both of her arms, gaining two slam attacks. 3. Spirit animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world. A shaman must commune with her spirit animal each day to prepare her spells. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one. Thrush Familiar (L1): +1 Natural Armor Adj., 6 Int, Improved evasion, share spells, empathic link, Master gains Alertness (if in arm’s reach), Master gains a +3 bonus on Diplomacy checks. 4. Spirit Magic: Can spontaneously cast one spell per day of each spell level (not including orisons) drawn from list of spells granted by her spirits. 5. Weapon & Armor Proficiency: All simple weapons, light and medium armor. 6. Spell Casting Must prepare spells in advance from Shaman spell list. DC is 10 + spell’s level + Wis modifier. Bonus spells for high Wisdom score. Must spend 1 hour in quiet contemplation to regain daily allotment of spells. Skills and Languages Class skills with at least 1 skill rank in them gain a +3 "class" bonus. [c] denotes a class skill. ^ denotes a skill that cannot be used untrained. [ ] Acrobatics : -1 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor [ ] Appraise : -2 0 ranks - 2 Int + 0 class + 0 misc [ ] Bluff : +1 0 ranks + 1 Cha + 0 class + 0 misc [ ] Climb : -1 0 ranks + 2 Str + 0 class + 0 misc - 3 armor [c] Craft: : -2 0 ranks - 2 Int + 0 class + 0 misc [c] Diplomacy : +8 1 ranks + 1 Cha + 3 class + 3 misc [ ] Disable Device ^ : 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor [ ] Disguise : +1 0 ranks + 1 Cha + 0 class + 0 misc [ ] Escape Artist : -1 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor [c] Fly : -1 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor [c] Handle Animal ^ : +5 1 ranks + 1 Cha + 3 class + 0 misc [c] Heal : +3 0 ranks + 3 Wis + 0 class + 0 misc [ ] Intimidate : +1 0 ranks + 1 Cha + 0 class + 0 misc [ ] Know: Arcana ^ : 0 ranks - 2 Int + 0 class + 0 misc [ ] Know: Dungeon ^ : 0 ranks - 2 Int + 0 class + 0 misc [ ] Know: Engineer ^ : 0 ranks - 2 Int + 0 class + 0 misc [c] Know: Geography ^ : +3 1 ranks - 2 Int + 3 class + 1 misc [ ] Know: History ^ : 0 ranks - 2 Int + 0 class + 0 misc [ ] Know: Local ^ : 0 ranks - 2 Int + 0 class + 0 misc [c] Know: Nature ^ : +2 1 ranks - 2 Int + 3 class + 0 misc [c] Know: Planes ^ : 0 ranks - 2 Int + 0 class + 0 misc [c] Know: Religion ^ : 0 ranks - 2 Int + 0 class + 0 misc [ ] Linguistics ^ : 0 ranks - 2 Int + 0 class + 0 misc [ ] Perception : +5 0 ranks + 3 Wis + 0 class + 2 misc [ ] Perform: : +1 0 ranks + 1 Cha + 0 class + 0 misc [c] Profession: ^ : 0 ranks + 3 Wis + 0 class + 0 misc [c] Ride : -1 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor [ ] Sense Motive : +5 0 ranks + 3 Wis + 0 class + 2 misc [ ] Sleight of Hand ^ : 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor [c] Spellcraft ^ : 0 ranks - 2 Int + 0 class + 0 misc [ ] Stealth : -1 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor [c] Survival : +7 1 ranks + 3 Wis + 3 class + 0 misc [ ] Swim : -1 0 ranks + 2 Str + 0 class + 0 misc - 3 armor [ ] Use Magic Device ^ : 0 ranks + 1 Cha + 0 class + 0 misc Languages : Common Conditional Bonuses: +2 to identify alien monsters’ abilities and weaknesses (Stargazer Trait) Traits and Feats Level 1 Feat: Catch Off-Guard (No penalties for using improvised melee weapons, and unarmed opponents are flat-footed against such attacks) Bonus Feat (from Familiar): Alertness (+2 to Perception & Sense Motive) Bonus Feat (from Race: Human): Throw Anything (No penalties for using improvised ranged weapons. Trait #1: Stargazer (Campaign Trait): Fascinated by concept of life on other planets and have heard that perhaps some of these strange creatures can be found in the caverns below Torch! Gain a +2 trait bonus to identify alien monsters’ abilities and weakness, a +1 bonus on Knowledge (Geography), Knowledge (Geography) is a class skill, and treated as possessing Technologist feat for resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (Geography) checks. Trait #2: Surprise Weapon (Combat Trait): Skilled in fighting with objects not traditionally considered weapons. +2 trait bonus on attacks with improvised weapons. Money and Equipment Armor : Hide Armor (25 lbs). Belt : Body : Chest : Eyes : Feet : Hands : Head : Headband : Neck : Ring #1 : Ring #2 : Shield : Shoulders : Wrists : Weapon : Weapon : Other Equipment: Backpack (2 lbs.) Fishing Net (5 lbs.) Torch (1 lb.) Trail Rations (x5) (5 lbs.) Furs (cold-weather outfit) (7 lbs.) Waterskin (4 lbs.) Spell Component Pouch (2 lbs.) Money: 75 gp, 4 sp, 9 cp (1.5 lbs.) Total Weight of Gear: 52.5 lbs. Carrying Capacity: Light Load (58 lbs. or less) Magic Level 0 3 spells per day + 0 bonus DC 13 (10 + 0 level + 3 ability) Known: Per Shaman spell list + Spark (FC Bonus) Prepared: Spark, Create Water, Light Level 1 1 spells per day + 1 bonus DC 14 (10 + 1 level + 3 ability) Known: Per Shaman spell list plus Shillelagh (Wood Spirit) Prepared: Cure Light Wounds, Thorn Javelin Level 2 0 spells per day 0 bonus DC 10 (10 + level + 0 ability) Known: Prepared: Familiar Stats (Thrush) N Diminutive magical beast Init +2; Senses: Low-light Vision AC: 17 (T16, FF15) (+2 Dex, +4 size, +1 natural armor) HP (1 HD): 5 Fort: +0, Ref +4, Will +4 Speed: 10’, Fly 40’ (average) Melee: Bite -1, d. 1d2-5 Space: 1 ft, Reach: 0 ft. Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6 BAB: +0, CMB -2, CMD 3 Feats: Skill Focus (Perception) Skills: Fly +12, Perception +5 Special: Improved Evasion, Share Spells, Empathic Link, Freeze (can take 20 to hide in plain site as an inanimate object) Description: Thrushes are small, plump birds that eat fruit and insects. All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech. Gurkagh's Background - Jhaeman - 03-02-2017 BACKGROUND Gurkagh hails from a small nomadic Kellid tribe in northeastern Numeria known as the Ox-Bloods, where his father serves the important role as tribal shaman. Three years ago an outlander trader came to the Ox-Bloods’ campsite, and Gurkagh's elder brother (Uteo) was mesmerized by the trader's tales of adventure in the outlands. Two weeks later, Uteo ran away from home. He was gone for over two years before returning to the tribe. Uteo had become a powerful warrior in the outlands, and told many tales of high adventure involving men made of metal, canoes that could fly to the stars, and slingshots that hurled lightning bolts! One night while Gurkagh and his brother were out hunting, Uteo brought forth a bottle of outlander wine. Father always said "Outsider brew full of evil spirits & trouble," but Uteo convinced Gurkagh to share the wine anyway. Gurkagh fell asleep while Uteo was supposed to have been keeping watch. When Gurkagh awoke late the next morning, he was startled to see his brother was dead, with a python wrapped around his neck. Gurkagh noticed his brother's dagger had not even been drawn. His brother had died because he was careless. To avoid the shame this would bring on Uteo, Gurkagh killed the snake and bloodied Uteo's dagger, placing it in his hand so it would appear a mighty battle had been fought. When Gurkagh returned and shared the news of his brother’s death, everyone was deeply saddened. Gurkagh's mother entered an immediate state of mourning, while his father was forced to train Gurkagh as the future tribal shaman, even though Gurkagh's father believes him to be a lazy dullard. And worse, many of the nomads blamed Gurkagh for Uteo's death, not realizing just how right they were. Six months later, Gurkagh was sent down river to hunt a boar for the end-of-mourning feast. Gurkagh killed the boar, but fell asleep on the raft while returning home. He awoke in a land he had never seen before, but soon realized it was the place of wonder described by his brother! People wearing strange clothing, with stranger tools, and words he could barely comprehend. Afraid to go home, Gurkagh decided that the spirits had brought him here, to this strange village called Torch, for a reason. If he could find the secrets of the stars and bring them back to the Ox-Bloods, he’d be lauded as a hero rather than a disappointment! Gurkagh is extremely friendly, curious, and playful around others, but is deeply troubled and confused by his brother's death. He has no formal education and poor reasoning ability, but his instincts about people and situations are often right. His first spirit-guide is his ancestor, Uncle Shimo, who was outcast from the tribe for cowardice and returned by the gods in the form of a thrush. Gurkagh hasn’t figured out yet quite how to talk to Uncle Shimo, but he’s working on it . . . RE: The Bunkhouse - Cin-Ezra Oovalli - 03-06-2017 Here is Cin's [Sin] Character Sheet Appearance: Cin-Ezra is an attractive woman. She has startlingly blue eyes that peer out from under a shock of long (dyed) black hair. Her body is athletic but curvy with very long legs for her small stature. Cin usually wears a duster over her armor and a stetson on her head to shield her from the sun. She also has a small scar under her left eye in the shape of a "t" given to her by a someone she does not speak about. Personality: Cin is usually quiet with the people whom she doesn't know. She takes her time studying people from a distance, learning what she can of someone before deciding if she can trust them. Despite Cin taking her time to gather this information, when action is required she can react suddenly and with daring tactics to quickly put an end to whatever has drawn her ire. Having only arrived to the region a short time ago, Cin is a little self conscious of her Common which contributes to her quiet nature. Having lost most of her familial connections she is careful about forming new ones. But if she learns to trust someone and considers them a friend, there is little she wouldn't do to keep them safe. Background: Cin was born in the far away land of Tian Xia in an area which was experiencing a great number of wars. Her parents managed to pay for passage away from all the war to start a new life in a new land. There she settled with others from her homeland on a small island. Since Cin's parents were Engineers they were tasked with building the new settlement and its infrastructure. Cin was expected to follow in her parents footsteps so she spent her days learning form them the basics of engineering. When she was around 10 years old, her island settlement was attacked by pirates. Her people fought well but they were no match for the terrible violence the savages were capable of. Cin and her family were captured by the pirates and after they did terrible things to their captives they sold them into slavery. It was at this point Cin's family was split up. A Kellid Slaver named Turog attacked the clan who bought Cin's family. The clan managed to barely escape with her siblings but being the youngest (and slowest), Cin and her parents were captured. During their capture, her parents were injured but Cin stood up to the Kellid Slavers. The barbarians never took the little girl seriously but she managed to actually kill one of them(more by luck) which impressed Turog immensely. Turog forced her parents to use their engineering talents to fortify Turog's stronghold which gave them privileges beyond regular slaves and Cin was treated what could almost be described as his own daughter... almost. As the years passed, Cin learnt how to fight. When she was introduced to guns by another slave, she seemed to be a natural, so Turog allowed her to be trained by him until the slave died. Things slowly began to change as she grew into woman. Turog's paternal feelings turned more lustful. Cin managed to cleverly evade his advances but her parents knew it was only a matter of time before Turog just took what he wanted. So they set about formulating a plan to escape to Numeria. Unfortunately one of Turog's wives learnt of the plot and decided to twist their plans to her own ends. She had grew tired of Turog's flirtations with Cin so she had kegs of gun powder planted in an attempt to assassinate her husband and implicate the slave girl. The plan almost went off without a hitch except it wasn't Turog who was killed but one of his sons. Flying into a rage, he tortured and then slaughtered Cin's parents while she was forced to helplessly watch. He then began torturing Cin by carving his name into her cheek so Cin would forever know who owned her. Turog finished cutting the "t" into her cheek under her left eye when suddenly the stronghold was attacked. A rival clan had heard the explosions and chaos and decided to use that moment to mount a raid. In the chaos, Cin managed to slip out of her bonds and escape. After Cin was trying to escape from the slavers, Turog sent his trackers to hunt her down. They caught up to her and despite Cin putting up a fight, she was soon overwhelmed. While being dragged back to their stronghold Khonnir's adventuring group arrived and rescued Cin from Turog inevitably finishing carving his name into her face. Khonnir allowed her to stay with him until she had recuperated and got back on her feet. Cin eventually was able to open up to the wizard about her past. His heart went out to the girl and he took her in as a kind of step father. It took Cin awhile to learn to trust the man but she has now grown very close to him. It took a long time for Cin to escape the nightmares of her past to function normally. For many months she refused to even leave Khonnir's home out of fear that Turog would be outside waiting for her. Since Khonnir was away, Cin learned to conquer her fear. She was eager to show him but yet to return from his adventure. Since he was away, she decided to occupy herself by finding some work. She needed some coin to repay Turog for what he did to her family and to locate her lost siblings. RE: The Bunkhouse - Gurkagh - 03-16-2019 Gurkagh Background: Gurkagh hails from a small nomadic Kellid tribe in northeastern Numeria known as the Ox-Bloods, where his father serves the important role as tribal shaman. Three years ago an outlander trader came to the Ox-Bloods’ campsite, and Gurkagh's elder brother (Uteo) was mesmerized by the trader's tales of adventure in the outlands. Two weeks later, Uteo ran away from home. He was gone for over two years before returning to the tribe. Uteo had become a powerful warrior in the outlands, and told many tales of high adventure involving men made of metal, canoes that could fly to the stars, and slingshots that hurled lightning bolts! One night while Gurkagh and his brother were out hunting, Uteo brought forth a bottle of outlander wine. Father always said "Outsider brew full of evil spirits & trouble," but Uteo convinced Gurkagh to share the wine anyway. Gurkagh fell asleep while Uteo was supposed to have been keeping watch. When Gurkagh awoke late the next morning, he was startled to see his brother was dead, with a python wrapped around his neck. Gurkagh noticed his brother's dagger had not even been drawn. His brother had died because he was careless. To avoid the shame this would bring on Uteo, Gurkagh killed the snake and bloodied Uteo's dagger, placing it in his hand so it would appear a mighty battle had been fought. When Gurkagh returned and shared the news of his brother’s death, everyone was deeply saddened. Gurkagh's mother entered an immediate state of mourning, while his father was forced to train Gurkagh as the future tribal shaman, even though Gurkagh's father believes him to be a lazy dullard. And worse, many of the nomads blamed Gurkagh for Uteo's death, not realizing just how right they were. Six months later, Gurkagh was sent down river to hunt a boar for the end-of-mourning feast. Gurkagh killed the boar, but fell asleep on the raft while returning home. He awoke in a land he had never seen before, but soon realized it was the place of wonder described by his brother! People wearing strange clothing, with stranger tools, and words he could barely comprehend. Afraid to go home, Gurkagh decided that the spirits had brought him here, to this strange village called Torch, for a reason. If he could find the secrets of the stars and bring them back to the Ox-Bloods, he’d be lauded as a hero rather than a disappointment! Gurkagh is extremely friendly, curious, and playful around others, but is deeply troubled and confused by his brother's death. He has no formal education and poor reasoning ability, but his instincts about people and situations are often right. His first spirit-guide is his ancestor, Uncle Shimo, who was outcast from the tribe for cowardice and returned by the gods in the form of a thrush. Physical Description: Gurkagh stands 5'9" tall, with a lean muscular build (161 lbs). Usually clad in thick furs and hides, his dark brown hair and beard are a tangled mess. It is often hard to see his dark, tanned complexion because his face and arms are often painted with ritual paints made of herbs and/or ashes. When he does remove his hides, his fchest and arms are covered in tribal tattoos. Despite his wild, unkempt appearance his white teeth are often seen in a ready smile through his beard, and his brown eyes are piercing , with an open, friendly gaze. RE: The Bunkhouse - E.S.S.A.C.C.U.S-10 - 07-30-2020 E.S.S.A.C.C.U.S-10 Description: E.S.S.A.C.C.U.S-10 stands 5'2' tall, at a 175lbs, with a slim, athletic slightly muscular build. a pale complexion with a fine metalic blue patterned tattoo faintly covering every inch of his flesh, like a circuit board pattern, and silver orb for eyes. He moves with cat like grace,caryying a pack and bedroll on his back, and is wearing a simple outfit, including sandals, loose blue breeches, and a loose blue shirt, that is bound together with white sashes, and no weapons evident. Background: E.S.S.A.C.C.U.S-10 suddenly awoke, consious of his surroundings, knowing he is in the catacombs of the temple of Brigh in Torch, not sure how he has come by that knowledge, but just sure of its correctness. He sits up swings his legs down to the floor, walks over to a cabinet, presses the hidden level that releases the latch to open it, as if by muscle memory. Sitting in side is a backpack, a monk's blue and white costume, 10 metal shuriken and 2 Dan Bong's. E.S.S.A.C.C.U.S-10 donned the clothing, tucked away the weapons so that they are concealedin the folds of the white cords binding his out fit together, where they will be easy to access should he need them. He then closses the cabinet and reads aloud the inscription on its front, which reads "Elite Special Services Adaptable Combat Construct Unit Series 10", puases a minute, and talking to himself says "That is an awful mouthfull, I will have to shorten my name to E.S.S.A.C.C.U.S-10". E.S.S.A.C.C.U.S-10 knows he was created to destroy the metal men(robots), and that he originaly came to this world on a great ship that flew amongst the stars, and that it has been a millinia since his body was last active, and that it is once again time to hunt his enemies, He then shoulders the pack and heads to thetemple proper to begin his existance. |