Arbuthnott Posted February 19 Clone Share Posted February 19 (edited) Main Sheet: Ħraan Evermeer Second Sheet: The Kraken Basics: Name: Ħraan Evermeer, Daughter of Peleus and Ronove Gender: Female Race: Human (Nationality: Rodanese) Classes: Monk 9 / Druid 9 Alignment: LN Deity: Kanaloa Role: Lookout, Runner, Tank, Healer, Support Office: Lookout, Quartermaster, Doctor, Chaplain, Windmaster; Order of preference: left to right Physical Description: A moderately tall woman, with untamable, salt-strewn brunette hair. She carries herself as much like a dancer as a warrior, and her muscles are lithe and toned over bulging. She has an odd complexion, one that can't solely be attributed to her foreign nationality; her skin is a touch darker than the native Anderoni, even with the sailor's tan, and her features sit differently on her face. Her clothes, though comfortable, are of the cheaper variety. There are no obvious weapons on her person, nor does she carry any sort of armour, but her hands and arms are visibly calloused up to her elbows where they are obscured by her sleeves. She has a number of postures that she unconsciously falls into, and all of them are confident and brazen. Personality: I'm hoping most of this will come out in the Purple Dolphin Inn, as it solidifies in my mind. Still, there are a few key considerations: Carefree: Even as her past looms over her shoulder, she doesn't let it stop her from having a good time and enjoying her freedom. Lawful: Under her quite chaotic surface lies an iron discipline, a desire for structure, and a deep loyalty to those she gives it to. Her desire for space and freedom was not to escape from lawful society, merely a want for more space. Her pirate years weren't driven by a distaste for community; instead, she had given her loyalty to a much smaller community, that of her cult. Sharp: With several years of intense training, Ħraan's discipline and iron will has given her complete control of herself. She tends to prefer action over discussion, making decisions almost spontaneously. She has a dry wit that she ruthlessly abuses, but all with good humour. Neutral: She's far from a good person, but she's definitely not evil. She's the smart kid with a good future who fell in with the wrong crowd and stuck with them out of loyalty and faith; no matter what, she never truly became one of them. She's friendly and cares deeply about those that are close to her, although she wouldn't give overly of herself for people beyond her little bubble. Background: Ħraan was born to a wealthy family in the middle of Rodana, a hundred leagues from the nearest ocean port. While her older siblings were being apprenticed in the family duties, Ħraan was sent to Altimacara, the most expensive library and Mage's College in central Rodana, with instructions to learn whatever she could to advance her family further into the upper echelons of the empire. Ħraan quickly discovered how boring Magecraft really was; the lessons were dull and slow as she outpaced her classmates, the rooms were small and stuffy, and the daunting 25 year syllabus made her despair of ever actually doing anything with her life. She filled her time restoring and translating old scrolls, many of which detailed some form of physical magic and exercise regime; something new, that her instructors couldn't ruin with their dull droning voices. Ħraan was only at Altimacara for a few months before she fell into the 'wrong crowd'. A few clerics of Kanaloa had come to the college to study water magic, and she instantly fell in love with their descriptions of the wide ocean, the freedom of travel and the rigid rules you have to follow to survive. It wasn't long before she escaped, smuggled away to who cares where to pursue her new dream with her new friends. She travelled a lot over the next few years, mostly aboard 'The Sunken Squid' with a crew of Kanaloa priests. They were pirates in every sense of the word, unbeholden to the Rodanese Empire, sailing through Iverinian and Anderoni waters alike. It was easy enough to avoid facing the consequences of their actions, easy enough to avoid capture and imprisonment, until suddenly it wasn't. Left without a crew, stranded in Andaron, she heard rumour of a recruiting opportunity aboard the infamous Swift Vengeance; ironically not her first encounter with this particular ship. With little other choice and only 5 gp to her name, she set course for the Purple Dragon Inn with all of her not-inconsiderable speed. Kanaloa Intermediate/Greater deity God of The Ocean, Sealife, Magic and the Underworld Iconography: A dark squid or octopus Edited March 11 by Arbuthnott (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Arbuthnott Posted February 19 Author Clone Share Posted February 19 (edited) 19 Points: 15 in purchasing spells, 4 in stats Stats: Str 14, Dex 15, Con 18, Int 18, Wis 24, Cha 10 45 Point buy: 12, 13, 16, 16, 18, 8; +2 each per level, +4 Wis by equipment Details: HP: 108; AC: 28; BAB: +9/+9; Speed: 70 ft. -Defense Bonus: +8; Unarmoured AC Bonus: +8 Fortitude: 10; Reflex: 8; Will: 13; +2 vs enchantment; +4 vs Fey -Immune to Poison and Disease; Improved Evasion Unarmed Strike: +11 to hit, 2d6+7 damage 2/rd+Flurry of Blows Slow fall 40 ft.; Rage 2/day; Wild Shape 5/day; Draconic Fist 9/day; Stunning Fist 9/day; Heal 18 HP/day Cannot be tracked; Pass through underwater difficult terrain with ease Languages: Rodanese, Druidic; Anderoni, Iverinan, Aquan, Runic (Draconic, read only) Contacts: Influence Contacts: Captain Avamire, commander of The Sunken Squid and high druid of the cult of Kanaloa. Currently locked up in a Anderoni prison, but it's amazing how much influence you can retain behind bars. Skill Contacts: Gerard Jubilee, a Rodanese smuggler operating in Anderoni waters. He was the one who got me away from Altimacara, and I had regular dealings with him while aboard The Sunken Squid. Alternate Class Features: Druidic Avenger: Replace animal companion (and debuff to wild empathy) for bonus speed and Rage 2/day Aquatic Druid: Replace woodland stride with an equivalent in difficult aquatic terrain Draconic Fist: Replace 1st lvl monk feat with swift action +2d6 electric dmg to the next unarmed attack 9/day Feats: Storm Magic Natural Spell Fast Wild Shape Swift Wild Shape Extra Wild Shapes Aquatic Breath Improved Natural Weapon: Tentacle Weapon Focus: Tentacle Multigrab (Unqualified until Wild Shape) Greater Multigrab (Unqualified until Wild Shape) Rock Hurling (Only when Large or above) Weapon Finesse Power Attack Bonus Improved Unarmed Strike Superior Unarmed Strike Improved Grapple Deflect Missiles Snatch Missiles Combat Reflexes Stunning Fist Improved Rock Hurling Throw Ally Throw Enemy Weapon Specialisation: Tentacle Cleave Great Cleave Improved Bull Rush Improved Overrun Improved Sunder Skill Tricks: 10/144 Clarity of Vision Extreme Leap Quick Swimmer Speedy Ascent Walk the Walls Skill Ranks Purchased: 134/144 Balance 12 Bluff 5 (10 points) Climb 12 Handle Animal 5 Heal 8 Hide 5 Jump 12 Knowledge (arcana) 5 Knowledge (nature) 5 Move Silently 5 Perform (dance) 5 (10 points) Spellcraft 5 Spot 12 Swim 12 Tumble 12 Use Rope 2 (4 points) Skills: Appraise Int NCS 4 Balance Dex CS 16 Bluff Cha NCS 5 Climb Str CS 14 Concentration Con CS 4 Craft (none) Int CS 0 Decipher Script Int NCS 4 Diplomacy Cha CS 2 Disable Device Int NCS 4 Disguise Cha NCS 2 Escape Artist Dex CS 2 Forgery Int NCS 4 Gather Information Cha NCS 0 Handle Animal Cha CS 5 Heal Wis CS 15 Hide Dex CS 7 Intimidate Cha CS 2 Jump Str CS 39 Knowledge (Arcana) Int CS 9 Knowledge (Nature) Int CS 11 Knowledge (Religion) Int CS 4 Listen Wis CS 7 Move Silently Dex CS 7 Open Lock Dex NCS 2 Perform (Dance) Cha CS 5 Profession (none) Int CS 0 Ride Dex CS 4 Search Int CS 4 Sense Motive Wis CS 7 Sleight of Hand Dex NCS 4 Spellcraft Int CS 11 Spot Wis CS 19 Survival Wis CS 11 Swim Str CS 14 Tumble Dex CS 16 Use Magic Device Cha NCS 2 Use Rope Dex NCS 4 Equipment: On Body: Head: Face: Neck: Periapt of Wisdom +4 (Wilding clasp) 16,000 + 4,000 gp Body: Loose shirt and vest Waist: Belt of Battle (Wilding clasp) 12,000 + 4,000 gp Legs: Loose breeches Feet: Sandals Arms: Hands: Fingers: Periapt of Wisdom +4 (DMG) Belt of Battle (MIC) Wilding Clasp (MIC) Edited March 11 by Arbuthnott (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Arbuthnott Posted February 20 Author Clone Share Posted February 20 (edited) Spell List: (the spell page in Sheets is too small, so I'll reserve that for spells memorised. 0 level 1st level 2nd level 3rd level 4th level 5th level Create Water Animate Fire (Sc) Align Fang Affliction Air Walk Animal Growth Cure Minor Wounds (Stabilize) Animate Water Animal Messenger Air Breathing Antiplant Shell Atonement Dawn Animate Wood Animal Trance Align Fang, Mass Arc of Lightning Awaken Detect Magic Aquatic Escape Animalistic Power Alter Fortune Bite of the Wereboar Baleful Polymorph Detect Poison Aspect of the Wolf Animate Fire (CAr) Arctic Haze Blast of Sand Binding Winds Flare Aura Against Flame Avoid Planar Effects Attune Form Blight Bite of the Weretiger Guidance Babau Slime Balancing Lorecall Aura of Cold, Lesser Blinding Beauty Blackwater Tentacle Know Direction Beast Claws Barkskin Beast Claws Blindsight, Greater Bleed Light Beastland Ferocity Bear's Endurance Binding Snow Boreal Wind Blizzard Mending Beget Bogun Binding Winds Bite of the Werewolf Bottle of Smoke Blood Creepers Purify Food and Drink Blockade Bite of the Wererat Blindsight Burrow, Mass Call Avalanche Read Magic Breath of the Jungle Blackrot Bottle of Smoke Call of Stone Call Lightning Storm Resistance Buoyant Lifting Blinding Spittle Call Lightning Camouflage, Mass Choking Sands Virtue Calm Animals Blood Frenzy Capricious Zephyr Chain of Eyes Cloak of the Sea Camouflage Blood Snow Charge of the Triceratops Command Plants Cold Snap Charm Animal Body of the Sun Circle Dance Contagious Touch Commune with Nature Claws of the Bear Body Ward Column of Ice Contingent Energy Resistance Conjure Ice Beast V Climb Walls Brambles Conjure Ice Beast III Conjure Ice Beast IV Contagion, Mass Climbing Tree Branch to Branch Contagion Control Currents Control Winds Cloak of Shade Briar Web Control Sand Control Water Cure Critical Wounds Cloudburst (Sc) Brumal Stiffening Control Temperature Creeping Cold, Greater Dance of the Unicorn Cold Fire Bull's Strength Corona of Cold Cure Serious Wounds Dancing Web Conjure Ice Beast I Burrow Creaking Cacophony Dispel Magic Death Ward Crabwalk Camouflage, Mass Crown of Clarity Dispel Water Dire Hunger Crunchy Snow Cat's Grace Crumble Energy Vortex Echo Skull Cure Light Wounds Chameleon Cure Moderate Wounds Enhance Wild Shape Energetic Healing Deep Breath Chill Metal Daylight Essence of the Raptor Fireward Delay Disease Cloud Wings Dehydrate Eye of the Hurricane Flaywind Burst Detect Animals or Plants Cloudburst (CD) Diminish Plants Flame Strike Flesh to Salt Detect Snares and Pits Conjure Ice Beast II Dominate Animal Forestfold Flowsight Ease of Breath Conjure Ice Object Downdraft Freedom of Mevement Fuse Sand Endure Elements Countermoon Energize Potion Freeze Armour Hallow Enrage Animal Creeping Cold Energy Vortex Frostfell Slide Heal Animal Companion Entangle Daggerspell Stance Entangling Staff Giant Vermin Heart of Fire Eyes of the Avoral Decomposition Evard's Menacing Tentacles Healing Spirit Hibernate Faerie Fire Delay Poison Favourable Wind Heart of Earth Ice Flowers Foundation of Fire Desiccate Fire Wings Hibernal Healing Ice Shield Goodberry Divine Presence Fly, Swift Ice Storm Inferno Hawkeye Drifts of the Shalm Forest Eyes Iconic Manifestation Insect Plague Healthful Rest Earthbind Forest Voice Jaws of the Wold Jungle's Rapture Hide from Animals Earthen Grace Forestfold Land Womb Longstrider, Mass Horrible Taste Earthfast Giant's Wrath Languor Magic Convalescence Ice Skate Easy Trail Girallon's Blessing Last Breath Mantle of the Icy Soul Impede Sun's Brilliance Embrace the Wild Haboob Lay of the Land Memory Rot Invisibility to Animals Estanna's Stew Heart of Water Magic Fang, Superior Owl's Insight Ivory Flesh Evergreen Heatstroke Meteoric Strike Panacea Jump Fins to Feet Hypothermia Miasma of Entropy Pass through Ice Kuo-toa Skin Fire Trap Icelance Moon Bolt Phantom Stag Locate Water Flame Blade Ice Shape Murderous Mist Plant Body Longstrider Flaming Sphere Infestation of Maggots Perinarch Poison Thorns Low-Light Vision Flash Freeze Jagged Tooth Planar Tolerance Quill Blast Magic Fang Fog Cloud Junglerazer Poison Vines Radiance Magic Stone Freedom of Breath Lion's Charge Reincarnate Rejuvenation Cocoon Obscuring Mist Frost Breath Magic Fang, Greater Renewed Vigor Seed of Life Omen of Peril Frost Weapon Meld into Ice Repel Vermin Sirine's Grace Pass Without Trace Gust of Wind Meld into Stone Resistance, Greater Sleep Mote Produce Flame Halo of Sand Nature's Balance Rushing Waters Spear of Valarian Quickswim Healing Lorecall Nature's Favour Rusting Grasp Stone Shape, Greater Raging Flame Healing Sting Nature's Rampart Sandform Stoneskin Ram's Might Heart of Air Neutralize Poison Scrying Summon Desert Ally V Rapid Burrowing Heartfire Plant Growth Searing Exposure Summon Nature's Ally V Raptor's Sight Heat Metal Poison Shadowblast Swamp Stride Remove Scent Hold Animal Prickling Torment Sheltered Vitality Transformation of the Deeps Resist Planar Alignment Hydrate Primal Form Skin of the Cactus Transmute Mud to Rock Sandblast Interfaith Blessing Protection from Elements Slipsand Transmute Sand to Glass Shillelagh Jaws of the Moray Protection from Energy Spark of Life Transmute Sand to Stone Silvered Claws Kelpstrand Quench Spike Stones Transmute Stone to Sand Slow Burn Linked Perception Quillfire Stars of Arvandor Tree Stride Snake's Swiftness Listening Lorecall Remove Disease Starvation Unhallow Snowdrift Local Tremor Resist Energy, Mass Sudden Stalagmite Unicorn Blood Snowshoes Mark of the Outcast Rusted Blade Summon Desert Ally IV Vigor, Greater Snowsight Master of Air Scales of the Sealord Summon Elementite Swarm Wall of Coldfire Speak with Animals Metal Fang Sink Summon Nature's Ally IV Wall of Fire Spore Field Mountain Stance Sleet Storm Surefooted Stride, Mass Wall of Sand Summon Desert Ally I Nature's Favour Snakebite Swim, Mass Wall of Thorns Summon Nature's Ally I Numbing Sphere Snare Thalassemia Wind Tunnel Sunstroke Obscuring Snow Snowshoes, Mass Vortex of Teeth Wood Rot Surefooted Stride One with the Land Soul of the Waste Wake Trailing Thunderhead Owl's Wisdom Speak with Plants Wall of Salt Traveler's Mount Peaceful Serenity of Io Spiderskin Wall of Sand Updraft Pressure Sphere Spike Growth Wall of Water Vigour, Lesser Protection from Dessication Spikes Wild Runner Vine Strike Reduce Animal Spiritjaws Wind At Back Wall of Smoke Remove Addiction Standing Wave Wings of Air, Greater Waste Strider Resist Energy Stone Shape Wood Rot Webfoot Restoration, Lesser Storm Mote Winged Watcher Saltray Summon Desert Ally III Wings of the Sea Scent Summon Nature's Ally III Winter Chill Scimitar of Sand Thornskin Wood Wose Share Husk Thunderous Roar Smoke Stairs Treasure Scent Snake's Swiftness, Mass Tremor Snow Walk Unicorn Horn Soften Earth and Stone Vigor Soul Ward Vigor, Mass Lesser Spider Climb Vine Mine Splinterbolt Walk the Mountain's Path Summon Desert Ally II Wall of Vermin Summon Dire Hawk Water Breathing Summon Nature's Ally II Weather Eye Summon Swarm Whispering Sand Swim Wind Wall Tern's Persistence Winter's Embrace Thaw Thin Air Tiger's Tooth Tojanida Sight Train Animal Tree Shape Urchin's Spines Warp Wood Wings of Air Winter's Embrace Wood Shape Woodland Veil Wracking Touch Zone of Glacial Cold Edited February 25 by Arbuthnott (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted February 20 Clone Share Posted February 20 I kind of prefer to see things in a thread rather than on an often hard-to-read sheet, so your second post is a good idea. I will think about what is the minimum that must go in each place. For example, the sheet needs to have enough for generating a statblock. Some kind of "officer" position is essential for treasure distribution but we can invent one suited to your character concept. For example one person proposed a Sea Speaker position. Once again I will need to clarify this somewhere. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Arbuthnott Posted February 21 Author Clone Share Posted February 21 Awesome. I prefer having the sheet be on a thread as well, although I try to have a traditional sheet for completeness. I'll probably update both as the game goes on. Is there anything obvious you think I've forgotten to include? I've revised my position on the Officer; left my preferred position, and included the rest I'd happily fill. I've also included a brief description of her Deity, the Hawaiian god of the ocean; let me know if you need more on that. Otherwise, I just need that last darn feat and a few sentences about her personality and then I'm complete. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Arbuthnott Posted February 21 Author Clone Share Posted February 21 (edited) Glossary of Useful Nautical Terms: Bow: The front of the ship Freeboard: The height between sea level and a ship's deck Hull: The main body of the ship Port: The left side of the ship Starboard: The right side of the ship Stern: The rear of the ship Prep for Level 10 Points: 1 for Feats, Save 1 Feats: Battle Jump Improved Critical Pharoah's Fist (Only when Str is 15 or higher) Track Questions for dalamb if I get in Owl's Insight notably does not specify that it doesn't grant additional spell slots, the way Owl's Wisdom does. If this 5th level spell does provide me with additional spells, how do I determine what spells fill those slots? Do I assign them upon gaining them? Does Animal Growth work on a druid wildshaped into an animal? The spell doesn't mention the subject needing the [animal] subtybe, only that it must be cast upon an animal. How does a giant octopus' Constrict ability interact with Animal Growth, Improved Unarmed Strike, Improved Natural Weapon: Tenticle and Weapon Specialisation: Tenticle? Similarly, do INW:T and WS:T affect grapple checks? What are the rules around healing quickly using Swift Wild Shape to expend wild shape charges? Edited April 1 by Arbuthnott (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted March 1 Clone Share Posted March 1 I haven't seen any problems. If you consider it complete, could you add a prefix (edit the first post, add complete tag, select it from the prefix dropdown list)? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted March 11 Clone Share Posted March 11 If you’re accepted, we’ll need to work out a bit more about Kanaloa; are they from a supplement I didn’t list (not necessarily a problem). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Arbuthnott Posted March 11 Author Clone Share Posted March 11 (edited) Hooo boy, I misremembered that. For context, you said you weren't interested in creating new lore for deities and I asked if you'd be willing to open the game up to real world deities from established mythology and all the lore that comes with them. I could have sworn you answered with a yes, but looking back I 100% assumed that and it was missed. Kanaloa is the god of The Sea, Magic and the Underworld in old Hawaiian mythology. More than happy changing that to some other less well known water God. Ulutiu (frostburn) might work, although I'd need to work out why a pirate cult would follow him. Yeathan (stormwrack) makes more sense, but his alignment is more than 1 step away from mine... @dalamb If you're unhappy with Kanaloa, let me know and I'll rearrange things into something suitable Edited March 11 by Arbuthnott (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted March 11 Clone Share Posted March 11 It's not a problem; I didn't change my mind, it's just that I will eventually need to know more if you're accepted. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts