Jump to content

The Party


Kylia Quilor

Recommended Posts

 
spacer.png
Name: Aichmirós Tis Tétartis Diátaxis
Nicknames/Aliases:
Race:
Age:
Previous Affiliations:
Current Affiliations:
Profession:
Class:
Alignment:
Combat Roles:
Skill Roles:
Theme: Guilhem Desq - Le Château Magique


It’s only magic if you don’t understand it
-The Great Wizard Sharpe

 

 

 

 

Link to comment
Share on other sites

Ne'charriName: Ne'charri
Race: Human
Gender: Female
Class: Sorcerer (crossblooded) / Dragon Disciple
Role: Melee, utility (through shapechanging)
Alignment: CN
Deity: None (yet?)
TraitsBred for WarEnduring Spellcraft

Age: Early twenties
Height: 6'2"
Weight: 200 lbs

Appearance

Tall and brooding, Ne'Charri is a physically imposing figure.  Her muscular frame has been formed from a hard life, as is evidenced by her many scars and other marks on her flesh.  She wears these as badges of honor, and makes no effort to hide them.  Her clothing and appearance illustrate her lack of concern for concepts like luxury and comfort. 

Personality

Years of captivity have eroded Ne'charri's social skills.  She is reserved and untrusting.  While she remembers a time when her life was about more than mere survival, she rarely allows herself moments to reminisce or relax.  Around others she rarely says more than she needs to.  When she feels threatened her instincts quickly take over, and when they tell her to fight she does so with incredible and reckless ferocity.

Background

Ne’charri lived a relatively primitive life with the rest of her tribe as a child and into young adulthood.  Ne’charri was taught to gather food and hunt game for the tribe, as all members were expected to contribute to the survival of the group.  It was on her last hunting trip that Ne’charri was captured by a group of mysterious people.  When Ne’charri saw the magic they wielded she thought they might be gods.  The truth turned out to be much worse.  They easily subdued Ne’charri and abducted her, and she wondered if she had died and found her way to the afterlife.  That notion was dispelled when she was caged along with other members of her tribe.  They were not alone, as other strangers, animals, and even monsters were captive there as well.  The only time any of them weren't in cages was when their mysterious captors were conducting magical experiments on them.
  
Over time, most of the tribe’s people died from the experiments or were taken away, new subjects were brought in, and the cycle continued.  Ne’charri alone survived experiment after experiment for years on end.  She heard her captors say things about Ne’charri having gifts of magic and a resilient form.  These concepts seemed to excite her captors, but they meant nothing to Ne’charri.  Over the years as Ne’charri watched these mysterious and powerful figures operate, Ne’charri started to learn and mimic some of the magic they performed.  When she was alone in her cage she would practice, and she was amazed at what she was able to accomplish.  The longer this went on, the more Ne’charri realized that these people were not gods, not even devils or evil spirits.  
 
After having been subject to and surviving these trials for more years than she could count, Ne’charri finally worked up the courage to try and escape.  The attempt failed, and afterward the experiments increased in severity as punishment.  Ne’charri knew death would follow soon, or perhaps an even worse fate would be realized.  Fortunately for her, there was some sort of accident.  She didn’t know what had happened, but Ne’charri knew she had the opportunity to finally escape for good.  Ne’charri ran for what felt like hours, constantly fearful that her captors were only steps behind.  Even now, months later, Ne’charri has never really relaxed or been able to sleep more than a few hours at a time.  The fear of being recaptured is ever-present.

 

Posting Format

 

Ne'charri

568768703_Necharri.jpg.ddefc8fda4721990ad38e0ddebc7c106.jpg

Actions/OOC

 

Stats

 

Ne'charri
Female CN/CG Human Sorcerer (crossblooded)/Dragon Disciple Level 8 (5/3), Init +5, HP 73/73, Speed 30
AC 23, Touch 20, Flat-footed 18, CMD 27 Fort +9, Ref +7, Will +7, CMB +11, Base Attack Bonus 4   
Draconic Claws (2) (8/8 rounds/day) +12 (1d6+7 plus 1d6 acid, 20 x 2)
Draconic Bite +12 (1d6+10 plus 1d6 acid, 20 x 2)
Dagger +11 (1d4+6, 19-20 x 2) +1 Handaxe +12 (1d6+6, 20 x 3)
Mage Armor (+4 Armor, +3 Dex, +3 Deflect)
Abilities Str 20 (22), Dex 18 (20), Con 18, Int 11, Wis 16, Cha 20
Condition None
Active Spells

 

 

Changelog 7 to 8

+1 dragon disciple level
+11 hp (6 class + 4 con mod + 1 favored class)
+.5 fort, +.33 ref, +.5 will
+.75 BAB
New Ability:

Breath weapon 1/day

1d6 acid per sorcerer level [8+4 from robe] = 12d6. Reflex save for half damage. DC = 10 + 1/2 your sorcerer level [12*increased 4 by robe/2=6] + your Charisma modifier [5] = 21.  Shape = 30’ cone

+1 feat (bonus/race) - skill focus (perception)
Skills (3 ranks [including favored class bonus] + 2 background)
+1 to survival, +1 perception, +1 fly
+1 linguistics, handle animal
Spells/day
Level 3 : +1
Level 4 : +4  (3 base +1 bonus)
Spells known (-1/level from archetype)
Level 0 : 7 to 8 (7)
Level 4 : 0 to 1 (0)

Changelog 8 to 9

+1 dragon disciple level
+11 hp (6 class + 4 con mod + 1 favored class)

+.5 fort, +.33 ref, +.5 will
+.75 BAB
Ability boost (Str +2), natural armor increase (+1), +1 sorcerer spellcasting, bloodline spell (beast shape 2)  
+1 feat (arcane strike)
Spells known (-1/level from archetype)
Level 2: +1 [mirror image]
Level 3 :+1 [heroism]
Level 4 :+1 [fire shield], +1 bonus [beast shape 2]
Spells/day
Level 3 : +1
Level 4 : +1
Skills (3 ranks [including favored class bonus] + 2 background)
+1 to survival, +2 perception
+1 linguistics, handle animal 

 

Edited by Doby (see edit history)
Link to comment
Share on other sites

1715217687_KeeperAnam.jpg.f1ab013593e38a33e90846e1285bf9fe.jpgName: Keeper Anam

Race: Aasimar
Gender: Male
Nationality: Sareltine

Age: 76
Height: 5'7"
Weight: 156

Class: Warpriest, Sacred Fist
Role: Combat Support, Healing

Traits/Drawback:
Indomitable Faith (Faith)
Resilient (Combat)

Alignment: Neutral Good

Deity: Korada, the Open Hand of Harmony

Appearance: Keeper travels as a wandering beggar, appearing somewhere between worthless at best and unapproachable at worst. He moves slowly and deliberately with a large walking-stick, each step chosen and selected with care because Keeper knows he doesn't have an unlimited supply left. Despite his apparent frailty, there is an underlying perfection and grace to each and every movement.

An over-sized cloak drapes over his skinny frame. The hood is usually pulled far over his head, covering a veneer wrinkled by the sands of time. His hair is thin, raspy, and white. His beard, if fully exposed, tails down past his chest. His faded eyes offer comfort, and if one looks close enough, find that the spark of life still shines brighter than ever.

Personality: Keeper is a soft-spoken man. He selects his words carefully, and his voice carries like well-aged oaken-cask whisky: starts with a mild bite in the nose, goes down smoothly, and finishes with an air of peat.

He is usually very quiet an reserved, choosing not to speak unless spoken too. He is much more fond of being a distant observer and letting scenes play out before him, interjecting himself into them only when necessary. Keeper isn't old enough to have lost his sense of humor, and finds that laughing at the banalities of life helps to ground himself to reality.

1432391528_KeeperAnam-Token.png.3ca6574cd64c61d038c1e48d7d8b0612.pngBackground: Keeper's origins remain a mystery. Born an aasimar in the former capital city of Sareltine, Anam's earliest memories are growing up as a homeless street urchin. After falling into youth gang life, his activities turned violent and criminal. While still a teen, Anam accidentally killed a city guard after a job gone wrong. He was sentenced death. Due to the long list of executions before him, Anam’s hanging was quite delayed and he was to remain in the dungeons for an extended period of time.

Finding himself on both ends of many prison fights, Anam learned the hard way that violence demands respect through fear. True respect was earned and kept through personality and force of will. In prison, Anam befriended an old convict who showed him the teachings of Korada, the Open Hand of Harmony. Using his new beliefs, Anam was able to prevent many brawls for himself and those of others as well. Anam became well-liked by all, prisoners and guards alike. The guards gave him the nickname 'Keeper', because he was able to keep the peace between prisoners.

On the day of Keeper's execution, the old sage volunteered his life in place of Keeper's own. Keeper was freed accordingly, and set out on the streets to find life as new man hoping to honor the memory of the man who sacrificed his life for Keeper’s own. Devoting himself to Korada and the ways of the Open Hand of Harmony, Keeper found he was blessed with divine abilities of healing. Ever since becoming a free citizen, Keeper travels around the country caring for the sick and tending to the dying. He's not afraid to utilize magical items to help him in his quest to alleviate pain and suffering in the world, despite living the ascetic lifestyle. He can still defend himself when needed, but always tries for peaceful solutions first.


Build Order

 

Level 1

 

Ability Scores:

STR 13 (Base 11 + Race 2)
DEX 16
CON 17
INT 13
WIS 18 (Base 17 + Level 1)
CHA 17 (Base 15 + Race 2)


Character Traits:
Indomitable Faith (Faith)
Resilient (Combat)

Racial Traits: Aasimar
+2 WIS, +2 CHA
Darkvision
Exalted Resistance (replaces celestial resistance)
Incorruptible (replaces Spell-Like Ability
Scion of Humanity (replaces celestial language)
Skilled

Languages:
Common (Race)
Celestial (INT)

Alignment:
Neutral Good

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 12 (Max 8 CON 3 FC 1)
BAB: +0

Fort: +2
Reflex: +0
Will: +2

Class Features:
Weapon and Armor Proficiency
Spells (Divine, Cleric, Orisons, Opposed, Spontaneous)
Aura, Good
Blessing, Healing (Restoration/Resurrection)
Blessing, Protection
Ameliorating Touch
Increased Defense
AC Bonus
Flurry of Blows (replaces Sacred Weapon)
Unarmed Strike (replaces Focus Weapon)

Feats:
Iron Will

Skills: 5 (Class 2 Background 2 INT 1)
Diplomacy
Knowledge, History
Perception
Profession, Carpenter
Sense Motive

Level 2

Ability Score:

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 23 (Previous 12 dice.pngRoll 7 CON 3 FC 1)
BAB: 0 to +1

Fort: +2 to +3
Reflex: +0
Will: +2 to +3

Class Features:
Fervor 1d6

Feats:

Skills: 10 (Previous 5 Class 2 Background 2 INT 1)
Acrobatics
Climb
Knowledge, History
Profession, Carpenter
Swim

Level 3

Ability Score:

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 30 (Previous 23 dice.pngRoll 3 CON 3 FC 1)
BAB: +1 to +2

Fort: +3
Reflex: +0 to +1
Will: +3

Class Features:
Blessed Fortitude (replaces Bonus Feat)

Feats:
Deft Maneuvers

Skills: 15 (Previous 10 Class 2 Background 2 INT 1)
Handle Animal
Heal
Knowledge, History
Profession, Carpenter
Spellcraft

Level 4

Ability Score: +1 WIS

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 36 (Previous 30 dice.pngRoll 2 CON 3 FC 1)
BAB: +2 to +3

Fort: +3 to +4
Reflex: +1
Will: +3 to +4

Class Features:
Channel Energy

Feats:

Skills: 20 (Previous 15 Class 2 Background 2 INT 1)
Escape Artist
Knowledge, History
Profession, Carpenter
Ride
Stealth

Level 5

Ability Score:

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 43 (Previous 36 dice.pngRoll 3 CON 3 FC 1)
BAB: +3

Fort: +4
Reflex: +1
Will: +4

Class Features:
Fervor 2d6

Feats:
Channel Smite

Skills: 25 (Previous 20 Class 2 Background 2 INT 1)
Knowledge, Arcana
Knowledge, History
Knowledge, Planes
Knowledge, Religion
Profession, Carpenter

Level 6

 

Ability Score:

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 48 (Previous 43 dice.pngRoll 1 CON 3 FC 1)
BAB: +3 to +4

Fort: +4 to +5
Reflex: +1 to +2
Will: +4 to +5

Class Features:
Bonus Style Feat (replaces Bonus Feat)

Feats:
Snapping Turtle Style (bonus style feat)

Skills: 30 (Previous 25 Class 2 Background 2 INT 1)
Diplomacy
Knowledge, History
Perception
Profession, Carpenter
Sense Motive

Level 7

Ability Score:

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 56 (Previous 48 dice.pngRoll 5 CON 3 FC 1)
BAB: +4 to +5

Fort: +5
Reflex: +2
Will: +5

Class Features:
Ki Pool (replaces Sacred Armor)

Feats:
Guided Hand (Level 7)

Skills: 35 (Previous 30 Class 2 Background 2 INT 1)
Acrobatics
Climb
Knowledge, History
Profession, Carpenter
Swim

Level 8

 

Ability Score: +1 CON

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 73 (Previous 56 dice.pngRoll 5 CON 4 FC 1 Adjust 7)
BAB: +5 to +6/+1

Fort: +5 to +6
Reflex: +2
Will: +5 to +6

Class Features:
AC Bonus +1 Dodge
Fervor 3d6
Flurry +6/+6/+1/+1 1d10

Feats:

Skills: 40 (Previous 35 Class 2 Background 2 INT 1)
Acrobatics
Diplomacy
Knowledge, Arcana
Knowledge, Geography
Knowledge, Nobility

Level 9

Ability Score:

Class Taken: Warpriest, Sacred Fist (Favored Class)
FC Point: HP

HP: 84 (Previous 73 dice.pngRoll 6 CON 4 FC 1)
BAB: +6

Fort: +6
Reflex: +2 to +3
Will: +6

Class Features:

Miraculous Fortitude (Su) [replaces Bonus Feat]

Feats:

Pummeling Style (Combat, Style)


Skills: 45 (Previous 40 Class 2 Background 2 INT 1)

  • Knowledge, History
  • Knowledge, Local
  • Knowledge, Nature
  • Knowledge, Nobility
  • Perception
     

 

Character Knowledge

Bearded Devil

Hide this

Bearded Devils are immune to fire and poison, and if they successfully claw someone, they can infect them with Devil Chills, a rather pernicious disease that is difficult to overcome.

The Brother's Keeper

The Brother's Keeper (amulet of might fists +3 and monk's robe, reliquary item)

This amulet looks like a small purple and green lotus flower that has been preserved and protected with resin. The hardened flower is threaded with a leader strap to wear around the neck.

The amulet enhances the wearer's unarmed strikes, acting as an amulet of mighty fists that gives the wearers affected attacks a +1 bonus, as well as making them holy to give them power against evil people and creatures. Additionally, the amulet also gives one powers of a monk's robe, and increases the wearers ability to fight unarmed and unarmored.

This item can only be donned by good beings, and it does not function for a neutral creature that wears it. It bestows one permanent negative level on any evil creature attempting to wear it. The negative level remains as long as the amulet is worn and disappears when it is no longer on their body. This negative level cannot be overcome in any way (including by restoration spells) while the robe is worn.

 

Math:

amulet +3 = 36,000g

+ monk's robe 13,000g (x1.5 base for additional powers & 1.5 base for different slot [so double total cost]) = 26,000g

Total = 62,000g

Cost Reduction of 30% for specific alignment: (62,000 * .7) = 43,400g

Minus Keeper's current amulet of might fists +1 (4,000g) = 39,400g

Reliquary item, +250 = 39650g

 

Edited by FrancisJohn (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...