Swords, Sex and Sorcery (D20 casting call)

Then don't worry about it. I will pick something else. You've got your ideas and as a DM of many, many years I know how it goes.

I might just pull out a catfolk sorceress. :cattail:
 
Hi kod is there room for me in here?

I haven't played pathfinder, but I'm very familiar with 3.5, I was thinking I could fill whatever is missing to round up the group, and I think there is a lack of arcane magic, but I want to know if there is room for me before figuring out more.

Just read that you had things closed for new characters, still this way you know I'm interested if room is made
 
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Then don't worry about it. I will pick something else. You've got your ideas and as a DM of many, many years I know how it goes.

I might just pull out a catfolk sorceress. :cattail:

Cool, I had a look at the rules and if you really want you can use them, they're not that out there, however if you did then there would be resupply issues once you were on a continent that didn't have guns.

That said, Catfolk sorceress, I can't complain in the slightest about one of those. There's an interesting race on the SRD to represent Kitsune in the dragon empire stuff, I don't know how the actual Catfolk race looks, but with a little re-fluffing they would work quite nicely, they can even shapeshift in to a cat if memory serves correctly.

Does this work? The only thing I think isn't exactly kosher is that Elf Curve Blade doesn't technically equal Giant Scimitar. However, I figure since this will be more about yiffing NPCs and each other than being longbearded grognards, it should be okay :D





Code:
Name: Xarkl
Age: 18
Race: Human
Gender: Male
Class: Paladin 4
Alignment: Lawful Good

Strength 	18	(+4) (10 points)
Dexterity 	14	(+2) (5 points +1 point 4th level bonus)
Constitution 	14	(+2) (6 points)
Intelligence 	12	(+1) (4 points)
Wisdom 		8	(-1) (0 points)
Charisma 	20	(+5) (10 points + 2 point racial bonus)
                             Tot: 35 points
Size: 		M
Height: 	5'9"

Total Hit Points: 51

Speed: 20' [Natural 30', heavy armour penalty]

Armor Class: 22 = 10 + 9 [Armour] + 1 [Amulet] + 1 [Bracers] + 1 [Dex]

    Touch AC: 11
    Flat-footed: 21

Initiative modifier:	+ 2	= +2 [DEX]
Fortitude save:		+ 12	= +4 [base] + 2 [CON] + 1 [Cloak] + 5 [Pal]
Reflex save:		+ 9	= +1 [base] + 2 [DEX] + 1 [Cloak] + 5 [Pal]
Will save:		+ 9	= +4 [base] - 1 [WIS] + 1 [Cloak] + 5 [Pal]
Attack (handheld):	+ 9	= +4 [base] + 4 [STR] + 1 [Feat]
Attack (missile):	+ 6	= +4 [base] + 2 [DEX]
Combat Maneuver Bonus:	+ 8	= +4 [base] + 4 [STR]
Combat Maneuver Defense:+ 20	= +4 [base] + 4 [STR] + 2 [DEX] + 10

Languages:	
    Common
    Elven

Traits:
    Flame of the Dawnflower [+2 points fire damage on crits]
    Ambassador of the Sun Goddess[+2 Diplomacy]

Flaws:
    Inattentive [-4 Listen checks, -4 Spot checks]

Feats:
    Weapon Focus: Elven Curve Blade [Human Bonus Feat]
    Mounted Combat [Flaw Bonus Feat]
    Ride-By Attack [L1]
    Spirited Charge [L3]

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Diplomacy	 CHA		14 =		+5			+4	+2 [Trait] + 3 [Class Skill]
Handle Animal 	 CHA 		9 = 		+5			+1	+3 [Class Skill]
Heal		 WIS 		3 = 		-1			+1	+3 [Class Skill]
Knowledge	 INT 		5 = 		+1			+1 	+3 [Class Skill]
(nobility)
Knowledge	 INT 		5 = 		+1			+1 	+3 [Class Skill]
(religion)
Profession	 WIS 		4 = 		-1			+2	+3 [Class Skill]
(Dessert Chef)
Ride    	 DEX 		10 = 		+2			+5 	+3 [Class Skill]
Climb   	 STR 		5 = 		+4			+1
Swim    	 STR 		5 = 		+4			+1 

Spells
1st-Level (0 + 2 CHA bonus)
Divine Favor
Endure Elements

Favored class points: 
    Hit points 		3
    Skill points 	1

Class Abilities:
    Aura of Good [Ex]
    Detect Evil [At-will] [Sp]
    Divine Grace [+CHA bonus to all saves] [Su]
    Lay on Hands [2d6 healing + Fatigue recovery: Std action (others)/Swf action (self)] [7x daily] [Su]
    Aura of Courage [Immune to fear][+4 save to fear: All allies <10' radius] [Su]
    Divine Health [Immune to disease] [Ex]
    Mercy: Fatigue [Su]
    Channel Positive Energy [2d6 healing living/2d6 damage undead (Save DC 17)] [2 Lay on Hands charges/use] [Su]
    Smite Evil [+CHA to ATK roll, 2xLVL to DMG roll on evil targets][2x/day][Su]

Race Abilities:
    +2 Ability bonus [CHA]
    1 bonus Feat [Weapon Focus: Elven Curved Blade]
    +1 skill rank/level

Equipment:
    Elven Curved Blade [1d10 2h slashing]                      80
    Dagger [1d4]                                                2
    Lance [1d8]						       10 
    Full Plate                                               1500
    Amulet of Natural Armour + 1                             2000
    Cloak of Resistance + 1                                  1000
    Bracers of Armour + 1                                    1000
    Heavy Combat Horse                                        300
    Bit and Bridle                                              2 
    Riding Saddle                                              10
    Saddlebags                                                  4
    Traveler's Outfit                                           1
    Backpack							2
    Bedroll							1
    Food- Rations, (trail, 6 days)				3
    Holy Water Flask                                           25
    Rope, Silk	(50')					       10
    Sugar Cauldron [Masterwork tool]                           50
 

Gold:	0

Features as below, skin tone something like: http://*******.com/7oaffuy

In some places you have applied a Dex modifier of +2, but in full plate armour its only +1.
You've taken weapon focus for the elven curve blade, you are not proficient in the elven curve blade.
You have 5 ranks in ride, the maximum you can have is equal to your HD, which is 4.

Those were the only errors I saw, however there are 2 little things I should say as advice, one, you have left yourself with no money, not necessarily a good idea. And two, I can see that you're going for a very mounted combat angle, and I cant guarantee that you'll get all that much chance to use it, clear terrain is going to be rare in the campaign I have planned, a lot of it is underground, in cities, or in dense jungles and forests. But if you do want to keep the mounted combat stuff, I will do my best to make chances to use it.

Elfe Ranger But I dou't know Anything about this.

Currently the thread is closed to new players until I have a confirmation on the numbers of people who are accepted, however if anyone drops out, or if I decide to expand the roster, I'll get in touch.

Hi kod is there room for me in here?

I haven't played pathfinder, but I'm very familiar with 3.5, I was thinking I could fill whatever is missing to round up the group, and I think there is a lack of arcane magic, but I want to know if there is room for me before figuring out more.

Just read that you had things closed for new characters, still this way you know I'm interested if room is made

Yeah, as I said, currently closed pending a head count, but you're on the list if there turns out to be room.
 
OK, rather than the fighter cleric, assuming the variant classes are allowed I'm going for Tarik the Red, Asterion Crusader of Cayden Cailean, a minotaur-like Warrior-cleric who enjoys a good fight, a good carouse and a good woman.

However, I have to confess that despite being a bit of a number-crunching powergamer in the past, I'm having real trouble getting numbers down on paper. I hope I am not holding things up.
 
Hi guys,

OK, this is all much too technical for me. It's way over my head. I'm gonna have to bow out. Sorry about any inconvenience I've caused.

Hopefully it will be possible for 13rabbit and/or Prince Truhan to participate instead of me.
 
I might just pull out a catfolk sorceress. :cattail:

Kinky.

That said, Catfolk sorceress, I can't complain in the slightest about one of those. There's an interesting race on the SRD to represent Kitsune in the dragon empire stuff, I don't know how the actual Catfolk race looks, but with a little re-fluffing they would work quite nicely, they can even shapeshift in to a cat if memory serves correctly.

I'll have to double check the Pathfinder books once I finish (ahem) acquiring them, but I remember in Races of the Wild (D&D 3.5) they superficially resembled leopards and lived in open grasslands and plains.

Anyway, stat block for Scully coming up probably tonight.
 
In some places you have applied a Dex modifier of +2, but in full plate armour its only +1.
You've taken weapon focus for the elven curve blade, you are not proficient in the elven curve blade.
You have 5 ranks in ride, the maximum you can have is equal to your HD, which is 4.

Those were the only errors I saw, however there are 2 little things I should say as advice, one, you have left yourself with no money, not necessarily a good idea. And two, I can see that you're going for a very mounted combat angle, and I cant guarantee that you'll get all that much chance to use it, clear terrain is going to be rare in the campaign I have planned, a lot of it is underground, in cities, or in dense jungles and forests. But if you do want to keep the mounted combat stuff, I will do my best to make chances to use it.

I'll split it a little more towards ground as well, but would tremendously appreciate more outdoors rampaging! Would also probably like some kind of exotic mount like a rhino next level if that's okay.

Doesn't the max Dex bonus penalty only apply to AC, but not initiative/skill checks/saves?

http://paizo.com/pathfinderRPG/prd/equipment.html

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's AC. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities.
 
I'll split it a little more towards ground as well, but would tremendously appreciate more outdoors rampaging! Would also probably like some kind of exotic mount like a rhino next level if that's okay.

Doesn't the max Dex bonus penalty only apply to AC, but not initiative/skill checks/saves?

http://paizo.com/pathfinderRPG/prd/equipment.html

And to ranged attacks as well I would say.

But one thing, AC wise, doesn't your armor overlap with the bracers, they are both armor bonus.
 
Hi guys,

OK, this is all much too technical for me. It's way over my head. I'm gonna have to bow out. Sorry about any inconvenience I've caused.

Hopefully it will be possible for 13rabbit and/or Prince Truhan to participate instead of me.

I'll split it a little more towards ground as well, but would tremendously appreciate more outdoors rampaging! Would also probably like some kind of exotic mount like a rhino next level if that's okay.

Doesn't the max Dex bonus penalty only apply to AC, but not initiative/skill checks/saves?

http://paizo.com/pathfinderRPG/prd/equipment.html


Derp, yeah my bad, I was drinking last night so I guess I screwed that one up a little. The point made about the bracers of armour is true though, you can only get one armour AC bonus, so it doesnt stack.
 
They actually remade them for Pathfinder, in the Bestiary 2 or 3.

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/catfolk

CATFOLK CHARACTERS

Catfolk have no racial Hit Dice, gaining their capabilities from class levels. All catfolk have the following racial traits.

+2 Dexterity, -2 Wisdom, +2 Charisma: Catfolk are agile and amiable, but they are known for their lack of common sense and self-control.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat's Luck: See above.
Sprinter: See above.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Languages: Catfolk speak Catfolk and Common. A catfolk who has a high Intelligence score can choose from the following bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

I'm actually leaning towards a bard. They have a lovely archetype that's not your normal bard.

http://www.d20pfsrd.com/classes/cor...es/paizo---bard-archetypes/dawnflower-dervish
 
They actually remade them for Pathfinder, in the Bestiary 2 or 3.

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/catfolk

CATFOLK CHARACTERS

Catfolk have no racial Hit Dice, gaining their capabilities from class levels. All catfolk have the following racial traits.

+2 Dexterity, -2 Wisdom, +2 Charisma: Catfolk are agile and amiable, but they are known for their lack of common sense and self-control.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat's Luck: See above.
Sprinter: See above.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Languages: Catfolk speak Catfolk and Common. A catfolk who has a high Intelligence score can choose from the following bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

I'm actually leaning towards a bard. They have a lovely archetype that's not your normal bard.

http://www.d20pfsrd.com/classes/cor...es/paizo---bard-archetypes/dawnflower-dervish

That works, I have yet to go through the monster PC races of pathfinder yet, with the exception of Tifeling. And a sexy dancing class that gets bonuses for sexy dancing? I am sold on this concept.
 
And gets to use Dex for attack and damage with a scimitar. Muwhaha. Character sheet is forthcoming.
 
Hmmmm... I think I´m gonna step down from this RP. Playing in forums with character sheets is not quite my idea of fun (particularly because I have experience with trying to make a Pathfinder character and... yeah, not good times).
 
Hmmmm... I think I´m gonna step down from this RP. Playing in forums with character sheets is not quite my idea of fun (particularly because I have experience with trying to make a Pathfinder character and... yeah, not good times).

Thats a shame, here's to hoping that next time I make a thread its more your style.
 
Alrighty, heres my almost completed character, I've got the background done, which really ened up getting long, and the sheets finished, now I just have to get the physical description done. But I'm getting tired, so I'll do that tomorrow.

Code:
Name: Zell
Age: 22
Race: Tiefling
Gender: Male
Class: Barbarian 4
Alignment: Chaotic Good

Strength 	20	(+5)
Dexterity 	16	(+3)
Constitution 	16	(+3)
Intelligence 	12	(+1)
Wisdom 		12	(+1)
Charisma 	10	(+0)
	
Size: 		Medium
Height: 	6' 2"

Total Hit Points: 64

Speed: 40 feet [barbarian]

Armor Class: 19

    Touch AC: 13
    Flat-footed: 16 

Initiative modifier:	+ 3	= + 3 [dexterity]
Fortitude save:		+ 6	= 3 [base] + 3 [constitution]
Reflex save:		+ 4	= 1 [base] + 3 [dexterity]
Will save:		+ 2	= 1 [base] + 1 [wisdom]
Attack (handheld):	+ 9	= 4 [base] + 5 [strength]
Attack (missile):	+ 5	= 4 [base] + 3 [dexterity] - 2 [Shakey]
Combat Maneuver Bonus:	+ 9	= 4 [base] + 5 [strength]
Combat Maneuver Defense:+ 22	= 10 + 4 [base] + 5 [strength] + 3 [dexterity]

Languages:	
    Common
    Undercommon
    Abbysal
    Dwarven

Traits:
    Brigand
    Rich Parents (he stole from some anyway)

Flaws:
    Shakey
    Light Sensitivity
    Illiterate

Feats:
    Feindish Heritage (Demon-Born)
    Multiattack
    Item Familiar
    Armor of the Pit
    Exotic weapon Proficiency (mercurial)

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Acrobatics	 Dex		7 =		+3			+ 4
Bluff 		 Cha 		2 = 		+0				+ 2 [tiefling] 
Craft (armour)	 Int		5 =		+1			+ 1	+ 3 [class skill]
Craft (weapons)	 Int		5 =		+1			+ 1	+ 3 [class skill]
Climb 		 Str 		7 = 		+5			+ 2
Intimidate 	 Cha 		5 = 		+0			+ 2 	+ 3 [class skill] 
Stealth 	 Dex 		5 = 		+3				+ 2 [tiefling]
Survival 	 Wis 		7 = 		+1			+ 3 	+ 3 [class skill]
Use Magic Device Cha 		3 =		+0			+ 3 	
Knowledge(planes)Int		6 =		+1			+ 4	+ 1 [Item familiar]


Favored class points: 
    Hit points 		+4
    Skill points 	+0

Barbarian Skills:
    Fast Movement (Ex)
    Rage (Ex)
    Invulnerability (Ex)
    Massive Weapons (Ex)
    Rage Power: Fiend Totem, Lesser (Su)
    Rage Power: Spirit Totem, Lesser (Su)

Tiefling Skills:
    darkvision (60 feet.)
    +2 racial bonus on Bluff and Stealth checks.
    cold, electricity, and fire resistance 5.
    Prehensile Tail
    Natural weapons (2 claws and 1 bite, all 1d4)


Equiptment:
    Adamantite clawed gauntlet of Healing +1 (item familiar)	6000
    Masterwork Studded Leather Armour				59
    Masterwork Dastana						59
    Alchemical silver Boarding axe				9
    Masterwork Nexavaran Steel large weighted Mercurial Greatsword
    With sharkskin handle					570
    Knife, Switchblade						5
    Sundark goggles						10
    Fancy coat							30
    Adventurers belt						20
    Compass							10
    Travel boots						5
    Hammock							5
    Masterwork Backpack						50
    Masterwork Artisan's Tools					55
    Steel Mirror						10
    2 Velvet tunics						4
    2 pair of Leather pants					2
    Flask of whiskey						11
    Bedroll							1
    Tool, Grappling Hook, collapseable				3
    7 sunrods							12
    Magnet							1
    Earplugs							1
    Rope							1
    Waterskin							1
    Wheatstone							1
    Flint and steel						1

Gold:	40
Appearance

Appearance: Standing at slightly over 6 foot tall, Zell is a well built individual, but far from bulky in the way most in his profession tend to be, his form looks more suited to quick and nimble movements rather than the brutal strength he is capable of, which is reinforced by the grace with which he moves with when he chooses to. His most notable feature is his colouration, or rather his lack of it, as his entire body is either jet black, shock white or a shade of grey, even his irises are colourless.

Ignoring colour though, Zell bears clear marks of his demonic heritage, black horns that curve above his stubby pointed ears, a mouth of sharp pearly whites, rending claws for nails, a thin, sinuous tail that ends in a leaf like point, and finally, a black gemstone embedded in his chest, though being so easy to hide, Zell hides that last feature carefully, so much so that its the only physical aspect of himself he's embarrassed about.

Were it not for his demonic features making him seem so alien to most creatures, Zell would probably be handsome, judging by his rounded and elf like features, a popular theory is that his mother or father was a half-elf, and the countless scars he has earned in his lifetime have all faded remarkably, barely perceptible from even a few feet away.

His attire is mostly inspired by practicality, in the sense that he is rarely without his armour, a masterfully crafted set of black leather armour with blacked steel studs that clings to his form without adding any real bulk, as well as a black metal armband strapped to his left forearm. A piece of armour he is literally never seen without though is the gauntlet on his left arm, an odd looking thing, the fingers end in sharpened metal claws, and the adamantite plating which reaches up to just below his right shoulder has no visible way of being adhered to the padding beneath, which looks like some kind of dark grey monster hide. The only real item of clothing he has ever spent money on is his coat, an exquisite brown leather riding coat that reaches almost to his ankles, and wouldn’t look out of place on a noblemen or wealthy merchant thanks to the elaborate stitching patterns around the edges of it.




History: The early stages of Zells life were as a slave, doing manual labour in a forge under the scornful eyes of a Duergar slavemaster, the beatings did little to curb his rebellious nature though, all it gave him was a thick hide and a sense of purpose, survive long enough to kill the bastard with the whip, then get the hell out of there. This was achieved by the time he was 12, a red hot piece of sharpened steel to the back of the neck took care of the slavemaster, and a well planned escape route took care of the rest, by the time his masters knew he was gone it was too late for them to ever catch him.

As well planned as his escape route was, he had no way of knowing where he was going once he was out in to the unknown underground, he quickly lost track of where he was and how long it had been, he could never stop, whether they were there or not, his mind had the Duergar hot on his heels, not to mention the all too real monsters that lived in the underground that he had to avoid. Zell doesn’t remember how he survived, the only thing he remembers is waking up in the care of a Dwarven adventuring party on their way back to the surface, apparently he had attacked them, completely feral and naked but for a few remaining scraps and black armour that encased his right arm.

It took a while to reach the surface, but on the way the Dwarves explained that they were different from the Duergar, which helped to calm Zell immensely, but he was still rather distrustful of of them, so as soon as they reached the surface he left them in the night, fearing they would try to stop him and take him back underground if they knew he wanted to leave them. The first town he came to kicked him out as soon as he arrived, as did the second, so by the third he had stopped asking if he could stay, instead just slipping in at night and taking whatever he needed, then sleeping hidden away at the back of a building somewhere before moving on.

After a few years of vagrancy, he eventually found somewhere he could belong, a random group of outcasts that had banded together to become a bandit group, terrorizing small settlements and travelers. It went well for a while, he lived happily as an outlaw, he rarely had to kill anyone, there was even a dwarf there who taught him that there really was more to them than slavers out to get him, but before long, something happened to open his eyes to what he was doing.

The group had been getting big, and its members more and more ruthless, a far sight from the beginning when they were few in number and had to avoid fighting as much as they could, but he was praised for his skill at violence, so he managed to ignore how wrong it felt to him, until one night when a raiding party came back with prisoners. A noblewoman and her two daughters, the others were going to keep them, Zell had put up with murder and violence because it was all he knew, but he would not play a hand in slavery.

An argument broke out, then a fist fight, which Zell promptly won, but that night the gang jumped him, apparently he had outlived his usefulness, Zell had no choice but to defend himself. He cut a bloody path through them, but in the end there were too many and he was near death, they had won and they knew it, so they started taunting him, telling him just what they were going to do with the girls... Zell snapped.

With a blood chilling scream he launched himself at them, lost to the darker force within himself he was only dimly aware of his actions as he felt his muscles bulge with new found power and his horns grow out long enough to kill a man with. He tore their bodies asunder and delighted at the look in their eyes, the look of abject horror at what they were seeing, he was a berserking demon, an unholy avenger that stood on the corpses of their dead friends as a nimbus of souls cracked around him, lashing out at any fool who came too close. For the rest of the night he cased them all down and ended their lives, toying with them by letting them think they might escape before he killed them, eventually there were two left, both cowering behind the sturdiest door they had in their little encampment, the prisoners cells, both of them shaking with terror in front of the confused prisoners.

Zell, if he still was Zell, wasn’t impeded for a moment by the door, the entire door frame was in splinters by the time he was done with it. One of them fell to his knees, paralyzed at the sight of his doom, he was granted a swift death, but the other stabbed like crazy in the attempt to save his life, Zell snapped his arm like a twig, then pinned him to the floor and clawed his face until there was nothing left that you could possibly recognize as human.

His plaything dead, his attention snapped to the next thing he could kill, the girls were still chained to the wall and huddled together, the mother covering the eyes of the two crying girls, constantly praying under her breath, Zells mouth twisted in to a sadistic grin as he slowly crawled to them like a predatory animal that his it prey cornered. His gauntleted right hand closed around the mothers throat and begun to squeeze, she choked, her face turning blue and tears rolling down her cheeks, but with her last breath, she managed to utter the word please, which brought back all the times he had said please to his masters and felt their lash for it.

In a flash, Zell was Zell again, his muscles deflated, his horns shrunk back to their regular size and the cracking nimbus of energy dissipated, most importantly though, his hand retracted, his face a mask of horror not unlike the ones on the faces of all the people he had just killed. He had so much blood on him, his hands, his chest, everywhere, he could even taste it, he back away as fast as he could, eyes locked with the mother as he went, quickly falling over the corpse in the middle of the room as he went.

He was frozen in place for a second as he recognized the body as someone he had killed, someone he had called friend the day before, then he franticly crawled to the corner and pressed himself as far in to it as he could, curling up in to a ball and closing his eyes so he wouldn’t see the mess he had made. An hour passed, no doubt the sight of Zell brutally killing the two men in front of her was playing over and over again in the mothers mind, but it was nothing compared to the show in Zells head, not only was every kill he had made that night in his, but he was remembering things from his past, some of the things he had done in the time he lost down in the caves... God it was horrific.

The mother managed to open her mouth and speak, Zell couldn’t understand it, his mind was too far gone, he knew what they wanted though. He stood and shakily walked from the room, eventually returning with the key, and with as much of the blood wiped off his as he could manage. He told the mother to keep the girls eyes covered, there was nothing for them too see at such a young age, then unlocked their restraints and led them from the building, guiding them to a storage tent where they could rest until morning, Zell stood guard outside, and understandably, the mother did the same inside the tent.

The next day he gave them food and horses, and guided them to the main road and set them on their way home, then set about the grizzly task of burying the numerous bodies he had racked up, he knew what he had done was terrible, but it had been for a good cause, he had saved three innocent lives from torture and slavery. By the time he was done and the sun was set, he felt better, he knew what he wanted from life, violent behavior was the only thing he was really good at, and he would use it to help people, no matter who tried to stop him.


Six years later, his ideals had been curbed somewhat, he had foolishly gotten involved in the war, and not the winning side either, his desire to help people shifted in to a desire to kill his enemies, he stopped caring that some of his allies used slaves and in the aftermath of the war, he didn’t care that he was stuck acting as an enforcer for rich slavers, all that was left for him was to kill his enemies and get paid. But when he heard about the chance to take a trip to the unknown lost continent, he jumped at it, it was a chance to start fresh, a chance to wash away the sins of the past, once he was over there he could forget all the bad things that had ever happened to him... He could be happy.
 
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KAT
Female Catfolk Bard (Dawnflower Dervish) 4
CG Medium Humanoid (Catfolk)
Init +6; Senses Low-Light Vision; Perception +9

Age: 21
Race: Catfolk
Gender: female
Height: 5'8"
Weight: 120 Lbs.
Hair: Red
Eyes: Amber
Fur: Black
--------------------
DEFENSE
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 36 (4d8+4)
Fort +2, Ref +10, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Gold Plated Scimitar +10 (1d6+7/18-20/x2)
Dagger +3 (1d4/19-20/x2)
Masterwork Gauntlet, Spiked +4 (1d4/20/x2)

Special Attacks
Bardic Performance (standard action) (15 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 17), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1, Battle Dance: Inspire Courage +2
Bard (Dawnflower Dervish)

Spells Known (CL 4, +3 melee touch, +9 ranged touch):
2 (2/day) Bladed Dash (DC 17), Allegro
1 (5/day) Unnatural Lust (DC 16), Expeditious Retreat (DC 16), Alarm, Ear-Piercing Scream (DC 16)
0 (at will) Summon Instrument, Mage Hand, Mending, Detect Magic, Prestidigitation (DC 15), Light
--------------------
STATISTICS
--------------------
Str 10, Dex 22, Con 12, Int 12, Wis 10, Cha 20

Base Atk +3; CMB +3; CMD 19

Feats
Arcane Strike, Bard Weapon Proficiencies, Dervish Dance, Spellsong

Traits
Adopted (Zest for Battle), Blade of Mercy

Skills
Acrobatics +12, Bluff +9, Fly +12, Knowledge (Arcana) +5, Knowledge (Geography) +5, Knowledge (Local) +8, Perception +9, Perform (Dance) +12, Perform (Oral) +9, Perform (Sing) +9, Perform (String Instruments) +9, Sense Motive +7, Sleight of Hand +10, Spellcraft +5, Stealth +15, Survival +2, Use Magic Device +12

Languages Catfolk, Common, Elven

SQ
Battle Dance (move action), Cat's Luck (1/day) (Ex), Sprinter (Ex), Versatile Dance +12 (Ex), Well Versed (Ex)

Combat Gear

+1 Gold Plated Scimitar, Dagger, Masterwork Gauntlet, Spiked, Mithral Chain Shirt; Other Gear Backpack, Masterwork, Bedroll, Blanket, Courtier's outfit, Entertainer's outfit, Everburning torch, Flask, Flint and steel, Grappling hook, Mirror, small steel, Perfume, common (10), Pocket Watch, Pouch, belt (3 @ 2.5 lbs), Rope, Spider Silk (50'), Scarf, Pocketed, Shinobi shozoku, Spell component pouch, Waterskin, Whetstone, Amulet of Hypnotism, city map, guidebook

Money: 160 PP, 8 GP

--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Bardic Performance (standard action) (15 rounds/day) Your performances can create magical effects.

Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.

Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.

Bardic Performance: Fascinate (DC 17) (Su) One or more creatures becomes fascinated with you.

Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.

Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.

Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses.

Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.

Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.

Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.

Dervish Dance Use Dex modifier instead of Str modifier with scimitar.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Spellsong Combine spellcasting and bardic performance.

Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.

Versatile Dance +12 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks.

Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Background: Kat’s earliest memories were of the sand blasted streets of a small dessert city. What had happened to her parents she couldn’t recall, all she remembered since a kitten was the need for survival on the tough, mean streets. She grew up fast on those streets, a thief in the night until one day she was caught red handed. Yet it was by no brutal thug of a guard that she was captured, but by a funny man with a weathered face and a honest smile. He wore fancy clothing and a slender, curved sword at his side. The man introduced himself as Ser Brandon Whitecliff, a bard and dervish of the Dawnflower. He gave her two choices, come with him and learn the ways of The Healing Light or be turned over to the city guard for punishment.

That was the day Kat left the city for good; never did she even look back. The trip through the desert was long and harsh, yet always was there a song on Ser Whitecliff’s lips to keep their morale high. For a man of his age he had a wonderful singing voice and seemed songs from every culture Kat heard of and many more she had no idea existed. Yet in the middle of the night of the third day they were attacked. A group of slavers found their tiny camp in the rolling dunes of the sand sea. A pretty little catfolk female would fetch a good price in the fleshpens no doubt. Though before they could launch their attack in full Ser Whitecliff’s scimitar came flashing out from its scabbard like the morning rays of the sun. The fight was over before it truly began, Kat marveled at how gracefully the man moved as he sliced through his foes one by one. Yet he did not make it through the battle unscathed. A unlucky blow had left his left side bloodied through his expensive attire. The sight of so much blood brought tears to the kitten’s eyes, but Brandon assured her that they would make it to the safety of the temple. They set out that night in haste, Ser Whitecliff driving his horse as fast as he could.

By the time the sun began to rise and cast its brilliance over the land they had made their destination, or at least some of them. As soon as they came to a halt and several clergy emerged from the open aired temple to assist them Ser Whitecliff offered one final smile and died. Kat mourned the loss of the only friend she had truly known for several days. She was offered a place at the temple to grow and learn, to become part of The Dawnflower’s fold. In Ser Whitecliff’s memory she took up the mantle of the Dawnflower dervish, learning the ways of the dance and sword to smite the enemies of her new found Goddess and help those that sought redemption.

The word of the airship leaving for a new world was something Kat could not resist. Like all Sarenites, there was not single place they felt attached to. They could come and go as they pleased and thus Kat went with what meager possessions she had.

http://i659.photobucket.com/albums/uu311/themadryan/Katgirl.jpg
 
Last edited:
Alright here we go. Finished it up. No background but character sheet and picture. Lemme know what ya'll think.

http://i659.photobucket.com/albums/uu311/themadryan/Katgirl.jpg

Smoking fine. I can't wait for Kat to demonstrate to young Xarkl that the Sun Godddess can be pleased through a...wide variety of forms of worship.

Gamewise, I think we're getting a really solid party core together here.

KoD, awaiting your final word on whether rhino mounts are a viable option for this game before I redo my feats.
 
Character sheet coming Monday night. I've got a few emergencies that need to be cleared up first.
 
Alright here we go. Finished it up. No background but character sheet and picture. Lemme know what ya'll think.

KAT
Female Catfolk Bard (Dawnflower Dervish) 4
CG Medium Humanoid (Catfolk)
Init +6; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 36 (4d8+4)
Fort +2, Ref +10, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Gold Plated Scimitar +10 (1d6+7/18-20/x2)
Dagger +3 (1d4/19-20/x2)
Masterwork Gauntlet, Spiked +4 (1d4/20/x2)

Special Attacks
Bardic Performance (standard action) (15 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 17), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1, Battle Dance: Inspire Courage +2
Bard (Dawnflower Dervish)

Spells Known (CL 4, +3 melee touch, +9 ranged touch):
2 (2/day) Bladed Dash (DC 17), Snapdragon Fireworks (DC 17)
1 (5/day) Unnatural Lust (DC 16), Expeditious Retreat (DC 16), Alarm, Ear-Piercing Scream (DC 16)
0 (at will) Ghost Sound (DC 15), Mage Hand, Mending, Detect Magic, Prestidigitation (DC 15), Light
--------------------
STATISTICS
--------------------
Str 10, Dex 22, Con 12, Int 12, Wis 10, Cha 20

Base Atk +3; CMB +3; CMD 19

Feats
Arcane Strike, Bard Weapon Proficiencies, Dervish Dance, Spellsong

Traits
Adopted (Zest for Battle), Blade of Mercy

Skills
Acrobatics +12, Bluff +9, Fly +12, Knowledge (Arcana) +5, Knowledge (Geography) +5, Knowledge (Local) +8, Perception +9, Perform (Dance) +12, Perform (Oral) +9, Perform (Sing) +9, Perform (String Instruments) +9, Sense Motive +7, Sleight of Hand +10, Spellcraft +5, Stealth +15, Survival +2, Use Magic Device +12

Languages Catfolk, Common, Elven

SQ
Battle Dance (move action), Cat's Luck (1/day) (Ex), Sprinter (Ex), Versatile Dance +12 (Ex), Well Versed (Ex)

Combat Gear

+1 Gold Plated Scimitar, Dagger, Masterwork Gauntlet, Spiked, Mithral Chain Shirt; Other Gear Backpack, Masterwork, Bedroll, Blanket, Courtier's outfit, Entertainer's outfit, Everburning torch, Flask, Flint and steel, Grappling hook, Mirror, small steel, Perfume, common (10), Pocket Watch, Pouch, belt (3 @ 2.5 lbs), Rope, Spider Silk (50'), Scarf, Pocketed, Shinobi shozoku, Spell component pouch, Waterskin, Whetstone

--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Bardic Performance (standard action) (15 rounds/day) Your performances can create magical effects.

Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.

Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.

Bardic Performance: Fascinate (DC 17) (Su) One or more creatures becomes fascinated with you.

Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.

Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.

Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses.

Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.

Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.

Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.

Dervish Dance Use Dex modifier instead of Str modifier with scimitar.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Spellsong Combine spellcasting and bardic performance.

Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.

Versatile Dance +12 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks.

Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

http://i659.photobucket.com/albums/uu311/themadryan/Katgirl.jpg

Sexy, I like it.

Smoking fine. I can't wait for Kat to demonstrate to young Xarkl that the Sun Godddess can be pleased through a...wide variety of forms of worship.

Gamewise, I think we're getting a really solid party core together here.

KoD, awaiting your final word on whether rhino mounts are a viable option for this game before I redo my feats.

Rhino specificaly? Thats a no, from a mechanical standpoint you're not a high enough level to have one as a mount at this point, and by the time you are you'll be in an ecology that doesnt have rhinos.

Character sheet coming Monday night. I've got a few emergencies that need to be cleared up first.

No problem.
 
Glad you approve. So when shall we get this thing a rolling? I know we're waiting for a few.
 
As much as I'm sure you would love to have all us strapping young lads to yourself, I'd prefer to even out the odds a little bit, so I'll make a post looking for a few more ladies to join us, then wait a day or two. If you're still the only lass by then I'll start it anyway, and hope we can get a late entry or two.
 
Tarik the Red

Fighter 1 / Crusader (3) of Cayden Cailean
Chaotic Good

Code:
Name:  Tarik the Red
Age: 23
Race: Asterion
Gender: Male
Class: Fighter 1 / Crusader 3
Alignment: Chaotic Good

Strength	20	(5) 
Dexterity 	14	(2) 
Constitution  	16	(3)
Intelligence 	10	(0)
Wisdom 		16	(3)	
Charisma 	12	(1)

Size: 	Medium
Height: 	6' 11"

Total Hit Points: 46/46

Speed: 50'

Armor Class: 21 (10 +Dex 2 + 6 Chain +1 magic + 2 Shield + 1 Shield Feat -1 Digitgrade legs)

    Touch AC: 12
    Flat-footed: 19 

Initiative modifier:	2+2	= 4
Fortitude save:	3+2+3	= 8
Reflex save:		2+0+1	= 3
Will save:			3+0+3	= 6
Attack (handheld):	5+1+2	= 8
Attack (Thrown):	5+1+2	= 8
Attack (Other missile):	2+1+2	= 5
Combat Maneuver Bonus:	3+ 5	= 8
Combat Maneuver Defense:	10+3+5+1 = 19

Languages:	
Common

Traits:
Exile +2 to Initiative
Fortified Drinker Gain a +2 trait bonus on saves against mind-affecting effects for 1 hour after drinking alcohol

Flaws:
    x

Feats:
(L1) Power Attack (Take –1 penalty to gain +2 damage)
(C1) Shield Focus (+1 bonus to shield AC)
(F1) Axethrower (Use STR instead of Dex for thrown weapons)
(L3) Cleave (Gain an additional attack when a foe is dropped)

Spells:
Orisons: Detect Magic, Guidance
Level 1: Sanctuary, Cause Fear, Longstrider (D)
Level 2: Bull's Strength, Locate Object (D)

Skill Name	Key Ability	Skill Mod	Ab Mod	Ranks	Misc Mod
Climb			STR	9		5		4	0	
Diplomacy		Cha	7		1		6	0
Heal			Wis	9		3		6	0
Know. (Rel)		Int	4		0		4	0
Sense Mot. 		Wis 	8 		3		5	0
Survival 	 	Wis 	9 		3		4	2

Favored class points: 
    Hit points 	0
    Skill points 	3

Class Skills:
(F) Weapon Proficiency – Simple and Martial Weapons
(F) Armour Proficiency - All
(F) Shield Proficiency – All
(C) Chaotic Good Aura
(C) Diving Caster (DC Spell level + 13)
(C) Channel – 2D6, 4 times per day
(C) Domain (Travel: +10 speed)
(C) Domain (Agile Feet: Ignore difficult terrain penalties for 1 round, 6 times per day)
(C) Orisons
(C) Spontaneous Casting (Heal)

Race Skills:
(R) Low Light Vision: Can see twice as far as human in low light.
(R) Stand on your own two feet: -2 penalty to ride and Fly Checks
(R) Vigorous charge (Only -1 AC, +D6 damage
(R) Wild Instinct - +2 to survival

Equipment:
Mithril Chain +1
Heavy Steel Shield 
Masterwork Longsword 
4 Throwing Axes
2 Daggers

Backpack 
Large Bedroll 
2 Large Blankets
Flint and Steel
Grappling Hook
Healers Kit
100 feet hemp rope
Tent (50% bigger)
Whetstone
2 Traveller's Outfits
Steel Tankard
Waterskin of Water
Waterskin of Good Ale
2 Pewter holy symbols
2 Spell component pouches
1 weeks trail rations
Wand of Cure Light with 25 charges
2 flasks of holy water

Scabbard of Heroics.
This masterfully crafted but well worn and beaten scabbard has graced the hands of many heroes, enough that its true origin has been lost to memory, but if its wielder takes a moment to think of all the skill that it has touched, sometimes some of it rubs off.

A blade drawn from this scabbard may imbue its first strike as per the spell true strike (caster level 1), 1/day.

Gold: 70

****

Appearance

A tall (just shy of seven feet) and broad shouldered, heavily built (just shy of 300lbs) humanoid with a thick shaggy mane of auburn-red hair, through which protrude the stumps of two sawn-off horns. His skin is a deep reddish-tan and his face is broader and flatter than most humans, but he still manages to look ruggedly handsome.

When not in battle he tends to wear a simple short-sleeved tunic, a belt and a kilt. Clad for war he adds a padded jack and a finely wrought set of mithril chain.

In either guise, his lower legs are unclad, and seen to be covered in thick hair the same colour as his mane and terminating in cloven hooves the same deep brown as his eyes.

***

Background

Deep in the desert, a desperate conversation was taking place.

"Their scouts are catching up." said Ashara, to Tarik, her mate of the last 5 years. The two Asterion tribe-members were childhood sweethearts, their love had blossomed at a young age, before either were adults. Hers based on her lover's prowess in battle. His established around her unmatchable talent for surviving the hazards of the most hostile desert.

"This message must get back to the tribe," she continued, "For if they are not forewarned of the attack the slavers will take many of our people into unwilling servitude." She gave a significant look at her lover's injured leg, a nasty gash, crudely bandaged around his fetlock, blood still seeping out and trickling over his hoof.

Tarik nodded. "Then our path is clear. I am slowing you down. Take all of the food and water, and flee. I shall delay the slavers for as long as I can. Goodbye, Ashara."

The young Asterion warrior made the pragmatic choice without pause, and turned his back, facing the way the pair had recently come. The good of the tribe outweighs the good of the individual, and emotional ties mean nothing in the face of such a duty. No tears were shed, no parting kiss given. Ashara set off into the desert, the powerful strides of her long, bull-like, legs eating up the distance.

Meanwhile, Tarik unlimbered his axes and prepared to fight.

****

The battle was bloody but inevitable. He dropped one horseman with a thrown axe, another with a blow from his great-axe, and spitted a third on his massive horns. But soon, thrown ropes looped around him and bore him to the ground. Wooden clubs padded with leather beat him insensible. The last thing he heard before darkness took him was a voice saying "He'll fetch a good price - but those bloody horns will have to come off..."

****

His horns sawn off, he was sold as a slave and put to work in a fighting pit, taking on all comers for a silver a time, winner to take a purse of gold. He rarely lost, and business dried up - until his master opened up the competition to pairs, then trios, then foursomes of fighting men. Taking a beating every night, fed only enough to give him the strength to heal and fight again, it was a miserable life but he bore it stoically.

Then, one day, a human came to fight. His hair as red as Tarik's own, his face in a permanent grin, still holding a tankard of strong ale as he climbed down into the fighting pit.

"Well, now, you're a big lad, aren't ye?" said the challenger, cheerfully, a spray of freckles decorating his crooked nose. "And here ye are, forced to fight, denied yer freedom... 'Tis shameful, so it is, yet I've paid me coin so it seems ye have to fight me..."

The stranger flexed strong arms - muscled bulged, but seemed no match for Tarik's own bull-like strength. But to his surprise, when the stranger lept forwards into a wrestling clinch, Tarik found the human's might not only equalled his own, but exceeded it.

"See, now..." said the impossibly strong stranger, quietly, so that only Tarik could hear. "We could have this fight, now, and I'll beat ye... or I could toss ye right up out of this here pit, now, and together we could fight our way out of this shite-hole, get out of this poxy quarter of the city, get ye cleaned up and then go for a night of drinking and whoring such as this place hasn't seen in a century, what do ye say?"

"Why?" was Tarik’s pragmatic, one-word answer.

"Well, now, lets just say that like the god I follow, I don't like slavery, I enjoy a good fight, and I enjoy a good carouse in the company of a good drinking partner. Now, what's it to be?"

****

Tarik's head was pounding from the effects of far too much alcohol the night before. He disentangled himself from the limbs of two well-satisfied sleeping whores and staggered across the room to where his rescuer and partner-in-debauchery was sitting at a table pouring two tankards of strong ale, one of which he held up to the confused asterion warrior. Tarik accepted the proffered tankard and looked down at the grinning fellow.

"Tell me more about this god of yours..."
 
Last edited:
As much as I'm sure you would love to have all us strapping young lads to yourself, I'd prefer to even out the odds a little bit, so I'll make a post looking for a few more ladies to join us, then wait a day or two. If you're still the only lass by then I'll start it anyway, and hope we can get a late entry or two.


Pft. If need be I can pull out another character. Wouldn't be a problem at all.
 
Might I suggest that instead of increasing the price, I gain one less AC from the armour as I leave my digitigrade lower legs bare from the knee down?

Have almost done, just equipment (and thus AC) to add, I think

****

Tarik the Red

Fighter 1 / Cleric (3) of Cayden Cailean
Chaotic Good

****

Appearance

A tall (just shy of seven feet) and broad shouldered, heavily built (just shy of 300lbs) humanoid with a thick shaggy mane of auburn-red hair, through which protrude the stumps of two sawn-off horns. His skin is a deep reddish-tan and his face is broader and flatter than most humans, but he still manages to look ruggedly handsome.

When not in battle he tends to wear a simple short-sleeved tunic, a belt and a kilt. Clad for war he adds a padded jack and a finely wrought set of mithril chain.

In either guise, his lower legs are unclad, and seen to be covered in thick hair the same colour as his mane and terminating in cloven hooves the same deep brown as his eyes.

***

Background

Deep in the desert, a desperate conversation was taking place.

"Their scouts are catching up." said Ashara, to Tarik, her mate of the last 5 years. The two Asterion tribe-members were childhood sweethearts, their love had blossomed at a young age, before either were adults. Hers based on her lover's prowess in battle. His established around her unmatchable talent for surviving the hazards of the most hostile desert.

"This message must get back to the tribe," she continued, "For if they are not forewarned of the attack the slavers will take many of our people into unwilling servitude." She gave a significant look at her lover's injured leg, a nasty gash, crudely bandaged around his fetlock, blood still seeping out and trickling over his hoof.

Tarik nodded. "Then our path is clear. I am slowing you down. Take all of the food and water, and flee. I shall delay the slavers for as long as I can. Goodbye, Ashara."

The young Asterion warrior made the pragmatic choice without pause, and turned his back, facing the way the pair had recently come. The good of the tribe outweighs the good of the individual, and emotional ties mean nothing in the face of such a duty. No tears were shed, no parting kiss given. Ashara set off into the desert, the powerful strides of her long, bull-like, legs eating up the distance.

Meanwhile, Tarik unlimbered his axes and prepared to fight.

****

The battle was bloody but inevitable. He dropped one horseman with a thrown axe, another with a blow from his great-axe, and spitted a third on his massive horns. But soon, thrown ropes looped around him and bore him to the ground. Wooden clubs padded with leather beat him insensible. The last thing he heard before darkness took him was a voice saying "He'll fetch a good price - but those bloody horns will have to come off..."

****

His horns sawn off, he was sold as a slave and put to work in a fighting pit, taking on all comers for a silver a time, winner to take a purse of gold. He rarely lost, and business dried up - until his master opened up the competition to pairs, then trios, then foursomes of fighting men. Taking a beating every night, fed only enough to give him the strength to heal and fight again, it was a miserable life but he bore it stoically.

Then, one day, a human came to fight. His hair as red as Tarik's own, his face in a permanent grin, still holding a tankard of strong ale as he climbed down into the fighting pit.

"Well, now, you're a big lad, aren't ye?" said the challenger, cheerfully, a spray of freckles decorating his crooked nose. "And here ye are, forced to fight, denied yer freedom... 'Tis shameful, so it is, yet I've paid me coin so it seems ye have to fight me..."

The stranger flexed strong arms - muscled bulged, but seemed no match for Tarik's own bull-like strength. But to his surprise, when the stranger lept forwards into a wrestling clinch, Tarik found the human's might not only equalled his own, but exceeded it.

"See, now..." said the impossibly strong stranger, quietly, so that only Tarik could hear. "We could have this fight, now, and I'll beat ye... or I could toss ye right up out of this here pit, now, and together we could fight our way out of this shite-hole, get out of this poxy quarter of the city, get ye cleaned up and then go for a night of drinking and whoring such as this place hasn't seen in a century, what do ye say?"

"Why?" was Tarik’s pragmatic, one-word answer.

"Well, now, lets just say that like the god I follow, I don't like slavery, I enjoy a good fight, and I enjoy a good carouse in the company of a good drinking partner. Now, what's it to be?"

****

Tarik's head was pounding from the effects of far too much alcohol the night before. He disentangled himself from the limbs of two well-satisfied sleeping whores and staggered across the room to where his rescuer and partner-in-debauchery was sitting at a table pouring two tankards of strong ale, one of which he held up to the confused asterion warrior. Tarik accepted the proffered tankard and looked down at the grinning fellow.

"Tell me more about this god of yours..."

Code:
4th level, 6k gold, 35 point buy (starting from 8s)

Mithril Chainmail?  (want to keep high speed)

Name:  Tarik the Red
Age: 23
Race: Asterion
Gender: Male
Class: Crusader
Alignment: Chaotic Good

Strength		20	(5) 
Dexterity 		14	(2) 
Constitution  	16	(3)
Intelligence 	10	(0)
Wisdom 		16	(3)	
Charisma 	12	(1)

Size: 	Medium
Height: 	6' 11"

Total Hit Points: 46/46

Speed: 50'

Armor Class: x

    Touch AC: 12
    Flat-footed: x 

Initiative modifier:		2+2	= 4
Fortitude save:		3+2+3	= 8
Reflex save:			2+0+1	= 3
Will save:				3+0+3	= 6
Attack (handheld):		5+1+2	= 8
Attack (Thrown):		5+1+2	= 8
Attack (Other missile):	2+1+2	= 5
Combat Maneuver Bonus:	+ x	= x
Combat Maneuver Defense:	+ x	= 10 + x

Languages:	
Common

Traits:
Exile +2 to Initiative
Fortified Drinker Gain a +2 trait bonus on saves against mind-affecting effects for 1 hour after drinking alcohol

Flaws:
    x

Feats:
(L1) Power Attack (Take –1 penalty to gain +2 damage)
(C1) Shield Focus (+1 bonus to shield AC)
(F1) Axethrower (Use STR instead of Dex for thrown weapons)
(L3) Cleave (Gain an additional attack when a foe is dropped)


Skill Name	Key Ability	Skill Mod	Ab Mod	Ranks	Misc Mod
Heal				Wis		9		3		6		0
Knowledge (Rel)	Int		1		0		1		0
Sense Motive 		Wis 		8 		3		5		0
Survival 	 		Wis 		8 		3		3		2

Favored class points: 
    Hit points 	0
    Skill points 	3

Class Skills:
(F) Weapon Proficiency – Simple and Martial Weapons
(F) Armour Proficiency - All
(F) Shield Proficiency – All
(C) Chaotic Good Aura
(C) Diving Caster (DC Spell level + 12)
(C) Channel – 2D6, 4 times per day
(C) Domain (Travel: +10 speed)
(C) Domain (Agile Feet: Ignore difficult terrain penalties for 1 round, 6 times per day)
(C) Orisons
(C) Spontaneous Casting (Heal)

Race Skills:
(R) Low Light Vision: Can see twice as far as human in low light.
(R) Stand on your own two feet: -2 penalty to ride and Fly Checks
(R) Vigorous charge (Only -1 AC, +D6 damage
(R) Wild Instinct - +2 to survival

Equipment:
    x

Gold:	x

That works for the armour, and while I can see that your still writing up your sheet, two things though, one, am I correct in interpreting that you're playing a fighter/crusader? If so, please write fighter 1 / crusader 3 or something to that effect, it confused me slightly at first. Two, if you do invest in mithril chainmail as what I assumed to be one of your notes said, get a breastplate instead, better and easily worth the extra 50 gold if you're already throwing that much at it.

Pft. If need be I can pull out another character. Wouldn't be a problem at all.

Well that would be helpful, so feel free to do so if the numbers don't improve, or if you feel like it anyway, I'm not going to say no to more sexy womens.
 
That works for the armour, and while I can see that your still writing up your sheet, two things though, one, am I correct in interpreting that you're playing a fighter/crusader? If so, please write fighter 1 / crusader 3 or something to that effect, it confused me slightly at first.

Done - it did say so at the top but added it to the sheet

Two, if you do invest in mithril chainmail as what I assumed to be one of your notes said, get a breastplate instead, better and easily worth the extra 50 gold if you're already throwing that much at it.

Its partly an aesthetic choice, plus I wouldn't gain anything from the extra dex allowance. I'm happy with it being slightly less than optimal.
 
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