Kylia Quilor Posted January 13, 2023 Clone Share Posted January 13, 2023 Please Post Your Character Details (All information in the App, etc) Here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mister Doctor Posted January 18, 2023 Clone Share Posted January 18, 2023 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Doby Posted January 18, 2023 Clone Share Posted January 18, 2023 (edited) Name: Ne'charri Race: Human Gender: Female Class: Sorcerer (crossblooded) / Dragon Disciple Role: Melee, utility (through shapechanging) Alignment: CN Deity: None (yet?) Traits: Bred for War, Enduring 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 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 February 14, 2023 by Doby (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted January 20, 2023 Clone Share Posted January 20, 2023 (edited) Name: 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. Background: 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 Roll 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 Roll 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 Roll 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 Roll 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 Roll 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 Roll 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 Roll 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 Roll 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 May 9 by FrancisJohn (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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