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Post by ShadowKin on Jun 21, 2010 13:59:08 GMT -5
--- Adventure Synopsis ---The sands of the desert are unforgiving, and those who show weakness rarely survive. Beset by gnolls and genies, can the heroes stop a wish-maddened warlord from raising one of the infamous Spawn of Rovagug, a living holocaust cast down millennia before? In order to do so, they'll need to brave sand, flame, and the terrors of the Outer Planes—yet the forces at work against them are limited only by the reach of their imagination. And the enemy has had thousands of years to prepare... The Legacy of Fire Adventure Path begins in the desert nation of Katapesh, where the heroes must attempt to retake a conquered town from a pack of fearsome gnolls. From there, the trail leads to the fortress known as the House of the Beast, an ancient world created by one of the most powerful wizards in history, and even the legendary City of Brass on the Plane of Fire. Everything you need to survive the coming dangers lies before you, so read closely, choose wisely, and prepare for the oncoming challenges. --- Information ---This is a six part adventure that involves six player characters within a storyline. This adventure uses the Pathfinder rules. Each part will have it's own thread, totaling in six threads when the adventure is over. --- Rules ---Character classes are restricted to the following: Alchemist Articificer Bard Barbarian Cavalier Cleric Druid Fighter Inquisitor Monk Oracle Paladin Ranger Rogue Sorcerer Summoner Witch Wizard Character races are restricted to the following: Human Elf Half-Elf Half-Orc Gnome Halfling Dwarf Post should be more than a sentence or two, but I'm not looking for three page essays for each post. Classes must be different. And the races really should all be different, though I won't mind too much if there are two elves or two humans. --- Players ---magnumslayer- Male Human Rogue, Leon havoc - Female Elf Witch, bluebunni - Male Half-Orc Fighter, Aravor magnumslayer - Female Human Fighter, Alice havoc - Elf Cleric/Ranger, bluebunni - Female Half-Orc Cleric, Scevaga --- EXAMPLE CHARACTER SHEET ---Logen VallenwoodMale Human Cleric 2 ( Kurgess) NG Medium Humanoid Init +2; Senses Perception +1 DEFENSEAC 16, touch 13, flat-footed 13 (+2 dex, +3 armor, +1 feat) HP 16, current 16 (2d8+4) Fort +5, Ref +2, Will +4 OFFENSEMelee Spiked Gauntlet, +5 (1d4+4, x2) Ranged Javelin, +4 (1d6+4, x2) STATISTICSStr 18 (+4), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 13 (+1), Cha 10 (+0) Base Atk +1; CMB +5 Feats Weapon Focus (Javelin), Dodge Skills Heal +6 (+1 wis, +3 class, +2 rank), Knowledge[Religion] +4 (-1 int, +3 class, +2 rank) Languages Common SQ Domains (Strength, Luck), Channel Energy (Positive), Aura Traits Resilient (+1 Fort) Favored Class Cleric Combat Gear spiked gauntlet, javelin(5) Other Gear studded leather, backpack Money 105 GP SPELLS1st - Command, Shield of Faith, Divine Favor, True Strike [Luck D] 0th - Light, Create Water, Detect Magic, GuidanceHISTORYLogen grew up on a lonely wheat farm owned by his parents close to Restov, a relatively isolated home life in regards to other neighbors. His mother and father were caring, and as he grew up, loved to tell stories to young Logen of a hero named Kurgess. This Kurgess had been a pinnacle of athletic prowess many years ago, until he was killed in a trap set by jealous enemies, at one of his sporting events. He tried to save the other competetors, and succeeded, but couldn't save himself. The gods took pity on the man, and raised him to a godly status. Always thinking of Kurgess's strength and self-sacrifice as incredibly noble, he was amazed when his parents eventually revealed to him that the tales were true. Not much later, the god became a sort of idol to the teenage boy, someone to look up to and emulate. Logen began training, earning enough money with chores around the farm to buy several javelins, and crafted a spiked gauntlet out of the materials he had in the barn. He'd spend days out in the fields practicing, from sun up to sun down. Logen surprised himself when he found he had an innate talent with aiming and precision with his javelins, and proud as well, as they were the weapon used most often by Kurgess himself. One day, when he was out practicing in the field, Logen was set upon by a wild bear. It most likely had smelled the food he had brought for lunch and went looking for a snack, not expecting to find Logen as well. The black beast was much larger than him, and as he and the bear exchanged several blows, sharp claw against piercing javelin, he knew he couldn't win. He had suffered several wounds at the hand of the animal, including a torn bicep and a gash down the right side of his leg. Logen almost gave in to his grisly fate. Then a strange calm settled over the boy while the bear roared in victory. He raised his last throwing spear in anticipation, the action somehow feeling... right. He pictured his childhood hero, that righteous and strong Kurgess, as he loosed the javelin at the charging bear. The weapon flew threw the autumn air and struck the beast between the eyes, killing it instantly. The calm feeling lifted, and somehow Logen knew he had been the subject of Kurgess's presence. From then on, Logen has considered himself a devout follower of Kurgess, eager to carry on the demi-god's will. As the years passed by, he eventually turned eighteen, himself ending up as a respectable, strong, loyal man... if not a bit dull sometimes. He toiled on the farm to support his parents and their bread trade, but he knew he wasn't made for this kind of life. He wanted excitement, adventure. To prove himself in tests of all sorts, like Kurgess did while he was still mortal. One day, after many long hours working in the fields, Logen came back to the house to find the door ajar. Stepping inside, he was confronted by the sight of his two dead parents on the kitchen floor, their throats slit. Through his grief, Logan noticed that the few pieces of his mother's jewelry were missing. Fearing the worst, he headed upstairs to the family stash, and sure enough.... every last piece of gold was gone. But next to the chest was an amulet, one he hadn't seen before. It was a bit grimy, but he could clearly see that it was shaped in the head of a stag. Logen spent days giving his loving and kind parents the proper burial they deserved, giving them both Kurgess's blessing, and gathered up his things. He didn't know who, or what, killed his parents... but he was sure as hell going to find out. He left for Restov, the nearest city, leaving his entire life behind. Armed with his faith, his weapons, and that strange stag amulet, Logen is determined to find his parent's killers and give them the retribution that they deserve.
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Post by bluebunni on Jun 24, 2010 9:41:18 GMT -5
Aavor Dusken Male Half-Orc Fighter 1 CN Medium Humanoid Init +7, (+4 feat, +3 dex)
DEFENSE
AC 21, touch 13, flat-footed 18 (+3 dex, +6 armor, +2 shield) HP 17, current 15 1d10 (+2 con, +3 feat +2 favored class) Fort +4, Ref +3, Will +0
OFFENSE
Melee Longsword, +5 Atk, 1d8+4, Crit 19-20/x2
STATISTICS
Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 14 (+2) Base Atk +1; CMB +5 Feats Toughness, Improved Initiative Skills Climb +8 (4 Str + 1 Rank + 3 Fighter), Craft +5 (2 Int + 3 Fighter), Handle Animal 5 (2 Cha + 3 Fighter), Intimidate +11 (2 Cha + 1 Rank + 2 Racial + 2 Brute + 1 Bully + 3 Fighter), Knowledge (Dungeoneering) +6 (2 Int + 1 Rank + 3 Fighter), Knowledge (Engineering) +5 (2 Int+ 3 Fighter), Profession +3 (0 Wis + 3 Fighter), Ride +6 (3 Dex + 3 Fighter) Survival +4 (0 Wis + 1 Rank + 3 Fighter) Swim +7 (4 Str + 3 Fighter) Languages Common; Orc SQ Weapon/ Armor Proficiency (All) Traits Brute (+2 Intimidate), Bully (+1 Intimidate) Favored Class Fighter Combat Gear Longsword, Dagger (hunting knife) Other Gear Sleep mat, Rations x10, Flint, Waterskinx5, Rope, Candlesx10, Backpack, Winter blanket Money 43 GP 8 SP
HISTORY These two unfortunates lives started one fateful day in some back country town a little too close to the mountain strongholds out the orckin. It was that day that the orcs of the north invaded and pillaged the small town, taking their prizes of goods, food, wine and women. The woman in question was Aavor and Scevaga’s mother, Hena Roules. Without going in to messy details, the twins were born nine months later. But Hena, at the mere sight of them paired with the fear of the orcs from her rape, turned them away. In her emotional anguish, she nearly killed the two babes until a neighbor, the midwife, stepped in to take away the two. Hene Roules had nothing to do with the two half-orcs as they grew up, and neither did the town. The midwife had raised them until they were old enough to walk and work before turning them out to wander. These two siblings were inseperable. Aavor, the stronger of the two, was quick to anger while Scevaga, the smarter of the two, could tell when they were being lied to. The two were good together. But the wilderness was a dangerous place to be for any 14 year olds. One night, while wandering the night, the two half-orcs were ambushed by a pack of roaming dire-coyotes. The two were near death before a strange man with a torch came running in, yelling like a maniac. The coyotes, confused, scampered off. The only thing Scevaga remembers before passing out was the man coming over, her brother having been knocked out before hand. When the two half-orcs woke, they were warm, in a home by a fire. First confused, a human entered their room with stew. They could tell that the man was blind. Aavor, not one for conversation, left it to his sister to speak with the man. Eventually, she learned the man was a holy man of Gorum, a god of warfare. With a sort of pride, the man explains he was blinded in warfare. But, through his god’s grace, he can sense his opponents. As well, he said, those touched with the imbuement of Gorum. Always the skeptic, Scevaga tried to test him. She would try to hit him when his back was turned and would tell her brother to try the same. In each instance, the blind man would stop and deflect their attacks. It seemed, even when they were planning a move against him, he would know what they were about to do. In time, the man revealed his name to be Dusken. He promised the two half-orc siblings he would train them. Aavor relished at the thought of battle in the purely physical sense, and Scevaga for the gift that Dusken seemed to possess. In time, Dusken did pass away. He was an old man, after all. And battle did nothing to extend that life. But his teachings had lived on in his two disciples of Gorum, Aavor Dusken, the fighting spirit of warfare, and Scevaga Dusken, the cleric of destruction.
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Post by bluebunni on Jun 24, 2010 9:42:26 GMT -5
Scevaga Dusken Female Half-Orc Cleric 1 (Gorum) CN Medium Humanoid Init +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 dex, +4 armor) HP 14, 1d8 + (1 Con + 3 feat + 2 favored class) Fort +3, Ref +2, Will +6
OFFENSE
Melee Greatsword +3 Atk, 2d6+3, 19-20/x2
STATISTICS
Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 18 (+4), Cha 10 (+0) Base Atk +0; CMB +3 Feats Toughness Skills Appraise +6 (Int 3 + Cleric 3) Craft +6 (3 Int + Cleric 3) Diplomacy +4 (0 Cha + 1 rank + Cleric 3) Heal +8 (4 Wis + 1 rank + Cleric 3) Knowledge (arcane)/ Knowledge (planes) +7 (3 Int + 1 rank + Cleric 3) Knowledge (history)/(nature)/(nobility)/(religion) +6 (3 Int + Cleric 3) Linguistics +6 (3 Int + Cleric 3) Profession +7 (4 Wis + Cleric 3) Sense Motive +9 (4 Wis + 1 rank + Cleric 3 + 1 trait) Spellcraft +6 (3 Int + Cleric 3) Languages Common; Orc; Abyssal; Draconic; Goblin SQ Domains (War, Destruction), Destructive Smite (For one melee attack, add a bonus equal to half your cleric level, min +1, to the damage roll. Can be done Wis + 3 per day), Battle Rage (Touch, gives target Destructive Smite for their next attack, Wis + 3 per day)
Due to no Evil.Good lean, Spontaneous Casting has been chosen on healing. This cleric can spontaneously use a cure spell despite a set up spell in another within the same or lower rank.
Channel Energy
Traits Dirty Fighter (When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.) Suspicious (+1 Sense Motive) Favored Class Cleric Combat Gear Greatsword, Dagger Other Gear Chainshirt, 10 wood holy symbols, Spell material bags, Sleep mat, Rations x10, Flint, Waterskinx5, Rope, Candlesx10, Backpack, Winter blanket Money 53 GP, 8 SP
SPELLS
1st – Inflict Light Wounds, Shield of Faith, True Strike (Dest Dom) 0th - Light, Create Water, Detect Magic
HISTORY These two unfortunates lives started one fateful day in some back country town a little too close to the mountain strongholds out the orckin. It was that day that the orcs of the north invaded and pillaged the small town, taking their prizes of goods, food, wine and women. The woman in question was Aavor and Scevaga’s mother, Hena Roules. Without going in to messy details, the twins were born nine months later. But Hena, at the mere sight of them paired with the fear of the orcs from her rape, turned them away. In her emotional anguish, she nearly killed the two babes until a neighbor, the midwife, stepped in to take away the two. Hene Roules had nothing to do with the two half-orcs as they grew up, and neither did the town. The midwife had raised them until they were old enough to walk and work before turning them out to wander. These two siblings were inseperable. Aavor, the stronger of the two, was quick to anger while Scevaga, the smarter of the two, could tell when they were being lied to. The two were good together. But the wilderness was a dangerous place to be for any 14 year olds. One night, while wandering the night, the two half-orcs were ambushed by a pack of roaming dire-coyotes. The two were near death before a strange man with a torch came running in, yelling like a maniac. The coyotes, confused, scampered off. The only thing Scevaga remembers before passing out was the man coming over, her brother having been knocked out before hand. When the two half-orcs woke, they were warm, in a home by a fire. First confused, a human entered their room with stew. They could tell that the man was blind. Aavor, not one for conversation, left it to his sister to speak with the man. Eventually, she learned the man was a holy man of Gorum, a god of warfare. With a sort of pride, the man explains he was blinded in warfare. But, through his god’s grace, he can sense his opponents. As well, he said, those touched with the imbuement of Gorum. Always the skeptic, Scevaga tried to test him. She would try to hit him when his back was turned and would tell her brother to try the same. In each instance, the blind man would stop and deflect their attacks. It seemed, even when they were planning a move against him, he would know what they were about to do. In time, the man revealed his name to be Dusken. He promised the two half-orc siblings he would train them. Aavor relished at the thought of battle in the purely physical sense, and Scevaga for the gift that Dusken seemed to possess. In time, Dusken did pass away. He was an old man, after all. And battle did nothing to extend that life. But his teachings had lived on in his two disciples of Gorum, Aavor Dusken, the fighting spirit of warfare, and Scevaga Dusken, the cleric of destruction.
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Post by magnumslayer on Jun 24, 2010 10:05:25 GMT -5
Leon Baine Male Human Rogue 1 NN Medium Humanoid Init +5; Senses Perception +9
DEFENSE
AC 18, touch 16, flat-footed 12 (+5 dex, +2 armor, +1 feat) HP 11, current 11 (1d8+3) Fort +1, Ref +7, Will +3
OFFENSE
Melee Dagger, +5 (1d4+2 crit range 19-20/*2) (Sneak attack +1d6) Ranged Dagger, +5, 10ft/15ft from sheath (1d4+2 crit range 19-20/*2)
STATISTICS
Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0) Base Atk +0; CMB +2; CMD +17 Feats Weapon Finesse, Dodge Class Traits Sneak Attack +1d6; Trap Finding Skills Acrobatics +9; Appraise +6; Climb +6; Diplomacy +4; Disable Device +9; Escape Artist +9; Perception +9; Perform Dance +4; Sense Motive +9; Sleight of Hand +9; Stealth +9 Languages Common, Sylvan, Gnoll Traits Canter- Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt. Assassin’s Mission- +2 sense motive and perception Favored Class Rogue Combat Gear Dagger Other Gear Leather Armor, backpack, 10 2lb bags of caltrops, crowbar, flint and steel, grappling hook, water proof bullseye lantern, 10 pints of oil, small steel mirror, 50ft of silk rope, 20 rations, spring loaded wrist sheath, 4 water skins, Thieves’ Tools, bedroll, waterproof bag, winter blanket, common blanket, 10 candles, earplugs, 3 2lb bags of marbles, 2 collapsible planks, 10 1/2lb bags of chalk powder, shovel, signal whistle, 2 iron spikes, 50ft of string, 10 torches, 1 compass, 2 bear traps, 20 uses of flashpowder, 20 smoke pellets, , 10 pieces of chalk, 20 uses of scent cloak, 1 tindertwig, and a bell. Money 9 GP, 7 SP, 6 CP
HISTORY
Orphaned at a young age Leon Baine turned to the life of a petty criminal to survive. As a young child he often struggled with his morals and his life; often time being caught not stealing, but returning the item he stole. The life often lead to events of violence and the youth soon learned how to defend himself; as well as how to escape in the most efficient way.
Around the age of ten years the child stole from a well known paladin of the goddess Iomedae. The paladin easily caught the would be thief, but instead of punishing the boy the man had mercy and took the boy into his family. The man further trained Leon in the way of combat helped him learn to use his skills to help the people instead of using them to help himself.
As time passed the young rogue began to use his skills in means of information gathering. He originally worked as an aid to the paladin, finding information on several organizations with goals or connections that were not fully more. If things ever turned sour during his investigations, the young rogue would use his knowledge to escape and the paladin would handle the evils before him.
Upon being discovered by the local government for the use of his skills to gather information the boy, now fifteen years old, became a spy and assassin for the government. His work took him all over the world to places of different cultures and races. In some places he became known as a shadow liberator who removed a corrupt ruler and disappeared in a single day. In other places he became a legend, what happens when a man lets the lust of violence over flow his soul.
However though many viewed some of his jobs as immoral the rogue also stuck to his moral guide lines. If he saw nothing wrong about his target he would return without having completed his mission, much to the distress of his employers.
Although he was raised by a paladin the young man turned his eyes away from the gods. In his mind, following a god was a way to blind oneself from the ability to act freely by one’s own choice. If one followed a god who disdained killing, then he would be unable to free the world from suffering, yet if one followed a god who supported violence as an answer the person’s mind would be corrupt and damaged. To Leon a person must be free to decide in an instant how to handle a situation, not predestined by a god on how to act.
The rogue’s current job has sent him to the distant land of Katapesh, he was tasked by the paladin to hunt down and kill the leader of a division of a cult that worships Rovagug. This task was taken up for the Church of Iomedae, namely to bring honor to the paladin who saved him from the life of petty crime.
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Post by magnumslayer on Jun 24, 2010 13:30:16 GMT -5
Alice Rosilan Female Human Fighter 1 (Iomedae) NG Medium Humanoid Init +1; Senses Perception +0
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 dex, +6 armor) HP 15, current 15 (1d10+3) +2 for Favored Class Fort +5, Ref +1, Will +0
OFFENSE
Melee Greatsword, +6 (1d12+5 crit range *3) Ranged
STATISTICS
Str 20 (+5), Dex 12 (+1), Con 16 (+3), Int 14 (+2), Wis 10 (+0), Cha 14 (+2) Base Atk +1; CMB +6; CMD +17 Feats Power Attack, Cleave, Weapon Focus (greatsword) Class Traits Simple and Martial Weapon Proficiency; Armor Proficiency Skills Climb +9 (+4); Intimidate +6; Survival +4; Swim +9 (+4); Knowledge Local (+2); Knowledge Nobility +3; Knowledge Religion +6 Languages Common, Celestial, Draconic Traits Child of the Temple You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. Devote Friend- +2 Knowledge Local, +1 attack/damage roles on attacking same target as Leon Baine Favored Class Fighter Combat Gear Greatsword Other Gear Chainmail, backpack, common blanket, winter blanket, flint and steel, 10 trail rations, combat scabbard, 10 torches, 5 waterskins, weapon cord Money 58 GP; 1 SP
HISTORY
Alice was the daughter of a renowned paladin of the Goddess Iomedae. At a young her father sent her to a temple to study to become a paladin as well. During her time at the temple the girl learned much about the religions of the world as well as information about the different nobilities in the world. As she grew older her skills as a fighter began to stand out, but she had trouble following the rules of the temple.
The young girl began to skip the daily prayers and would miss the weekly worship services. Eventually the girl was kicked out of the temple and returned to her father. A few years earlier the paladin had brought a young rogue into his family and the girl saw him as competition for her father’s approval. The paladin refused to let his daughter fight along side him as long as she was not fighting under the blessings of Iomedae and banned her from combat.
Alice began to train her skills in secret in the hope of being able to one day become a paladin to please her father. The girl was eventually caught training by the rogue, but he swore not to reveal her secret to her father if she would help him protect the innocent. At times when the paladin would go away on a holy task the two would work to clear the streets of gangs, drug lords, foul beasts, and on occasions the undead.
However the rogue was eventually recruited to do serious work for the government and religious organizations and Alice was left to train and work on her own. As time passed on the girl became bored with her home town and began to travel around the world looking for a way to make a name for herself. During her travels she heard stories about a mysterious figure that many referred to as a liberator while others referred to him as a criminal.
As time passed and the girl heard more stories of the figure she realized that it had to be the rogue her father adopted when she was younger. She decided to try to find the rogue and to join him in his travels. Eventually the news that the rogue had been spotted in Katapesh drew her to that region.
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Post by wraith on Jun 25, 2010 1:32:29 GMT -5
Cahlov Yeoman Ranger 1 LN Medium Humanoid Init +3; Senses Perception +8
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 dex, +3 armor) HP 13, current 13 (1d10+3) Fort +4, Ref +5, Will +2
OFFENSE
Melee Masterwork Bastard Sword, +7 (1d10+5, 19-20/x2) Ranged Short Bow, +5 (1d6+5, x3)
STATISTICS
Str 20 (+5), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 10 (+0) Base Atk +1; CMB +6 Feats Weapon Proficiency (Bastard Sword), Skill Focus (Knowledge[Nature]) Skills Knowledge[Nature] +8 (+1 rank, +3 feat, +3 class, +1 Int), Perception +8 (+1 rank, +2 race, +3 class, +2 Wis), Stealth +8 (+3 rank, +3 class, -1 armor, +3 Dex), Survival +8 (+3 rank, +3 class, +2 Wis) Languages Common, Elven, Sylvan Favored Enemy Gnolls Traits Dirty Fighter, Reclaiming Your Roots Favored Classes Ranger, Rogue Combat Gear masterwork Bastard Sword, Shortbow, (100) Durable Arrows Other Gear studded leather, 2nd Bastard Sword, backpack, 40 rations, a water flask, bedroll, hooded lamp (w/ 15 pints of oil), flint and steel, small steel mirror, silent whistle, Inkpen (w/ 1 oz. of ink), 50 sheets of paper Money 5 GP
HISTORY
Cahlov was the son of a human man, an adventurer who had wandered the continents, and an elven female, a companion that the man had picked up and fallen in love with during one of his adventures. When Cahlov was born, his parents decided that it was time for them to settle down and raise their son in the safety of Kelmarane, the man's childhood home. There, the family lived happily for a few years and Cahlov grew into an energetic young man whose affinity for the wilds pleased his father greatly.
However, this happy childhood was shattered when Cahlov and his mother had to flee from Kelmarane. With his father's whereabouts unknown and his mother having no traits suitable to city life, they lived in the Mwangi wilds to the west, far from Katapesh. There, Cahlov quickly grew into a capable hunter and tracker, learning what little his mother had gleaned from his father during their travels. Nature accepted him as well, and he learned of her voice and songs, as well as the state of many of her denizens.
The two lived in secret for many years, moving from place to place when they were discovered by clans of gnolls or when they feared the encroaching presence of society. The mother, however, knew that the day would come when her son's human nature would lead him to investigate societal life for himself, so she maintained his knowledge of etiquette and societal interaction. In this way, Cahlov grew much like a sheltered child of the city, save for his wild and natural demeanor.
One day, the pair were moving through the forest to find a new resting place after narrowly avoiding a group of explorers that had taken a shortcut on their way to Katapesh. Suddenly, Cahlov's mother stumbled, soaked in a cold sweat and warm to the touch. Her condition worsened over the week until she finally passed away. Before she died, she told her son that his father had died back in Kelmarane, and that she had something that had belonged to him a long time ago. Sure enough, Cahlov found a beautifully crafted Bastard Sword among his mother's belongings.
Taking his father's sword and his mother's lessons, Cahlov found his way back east to Katapesh, after burying his mother, and began to make a name for himself as a hunter and tracker. He has been working to build up his wealth and experience so that he may one day follow in his father's footsteps as a great adventurer, and maybe even uncover just what happened at Kelmarane so long ago.
((I did my best to set up the trait appropriate bio for a half-elf, but it's rather difficult to do for an elf or half-elf, since the time between them being an age at which they won't remember anything and maturity is quite a large gap >.>)) (EDIT: Alignment. Reason: Failed to match god's alignment.)
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havoc
Member
Havoc is goooood
Posts: 59
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Post by havoc on Jul 12, 2010 13:45:52 GMT -5
Naomi Sylarthis Female Tiefling Witch 1 CN Medium Humanoid Init +3; Senses Perception +2 DEFENSE AC 13, touch 13, flat-footed 10 (+3 dex) HP 9, current 9 (1d6+3) Fort +1, Ref +5, Will +4 OFFENSE Melee Dagger +0, (1d4+0, x2) Ranged Dagger +3, (1d4+0, x2) STATISTICS Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 20 (+5), Wis 14 (+2), Cha 14 (+2) Base Atk +0; CMB +0 Feats Magical Aptitude Skills Heal +6, Knowledge[Arcana] +4, Knowledge[History] +4, Knowledge[Planes] +4, Spellcraft +11, Use Magic Device +9 Languages Common, Infernal, Draconic, Elven, Gnome, Abyssal, Goblin SQ Fiendish Resistance (5/cold;fire;elec), Darkvision, Darkness 1/day, Evil Eye, Fox Familiar Traits MAgical Talent (Daze), Sacred Touch Favored Class Witch Combat Gear dagger (3) Other Gear bedroll, backpack, rations Money 10 GP SPELLS 1st - Charm Person, Sleep, Cure Light Wounds 0th - Bleed, Read Magic, Daze HISTORY Wilhelmina "Mina" Azruel Female Elf Cleric (Erastil) 1 NG Medium Humanoid Init +4; Senses Perception +4 DEFENSE AC 16, touch 14, flat-footed 12 (+4 dex, +2 armor) HP 11, current 11 (1d8+3) Fort +3, Ref +4, Will +6 OFFENSE Melee Dagger +0, (1d4+0, x2) Ranged Longbow +5, (1d8, x2) STATISTICS Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 16 (+3), Wis 18 (+4), Cha 12 (+1) Base Atk +0; CMB +0 Feats Weapon Focus (Longbow) Skills Heal +8, Knowledge[Religion] +7, Survival +5, Concentration +9, Use Magic Device +7 Languages Common, Draconic, Elven, Gnoll, Ignan SQ Channel Energy (Positive), Domains (Plant, Community), Calming Touch 7/day, Wooden Fist 7/day Traits Sacred Touch, Focused Mind Favored Class Cleric Combat Gear dagger, longbow Other Gear bedroll, backpack, rations Money 40 GP SPELLS 1st - Magic Stone, Sanctuary, Entropic Shield, Entangle(d), Bless(d) 0th - Light, Mending, Read Magic HISTORY
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