Swords, Sex and Sorcery (D20 casting call)

You know, I should probably start thinking about what I'm going to play...
There is a whole world of NPCs for you to take care of ... :)

If that is not enough, how about some divine caster? I hear they tend to be very useful characters. Zell was fun too, though.
 
I'm not familiar with the posting code that you want to put the char sheet up with. I'll go ahead and post, but I can clean it up after I get the code I need to use. This is the numbers only, no background or appearance yet. I will get those up a little later today.

Name: Calare Long
Age: 22
Race: Kitsune
Gender: Female
Class: Rogue
Alignment: Neutral Good

Strength 10 (+0)
Dexterity 19 (+4)
Constitution 15 (+2)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 16 (+3)

Size: Medium
Height: 5'0"

Total Hit Points: 32

Speed: 30

Armor Class: 19

Touch AC: 15
Flat-footed: 15

Initiative modifier: + 4 = 4
Fortitude save: + 1 + 2 = 3
Reflex save: + 4 + 4 = 8
Will save: + 1 + 1 = 2
Attack (handheld): + 3 + 0 = 3
Attack (missile): + 3 + 4 = 7
Combat Maneuver Bonus: + 3 + 0 = 3
Combat Maneuver Defense: + 14 = 10 + 0 + 4

Languages:
Common, Sylvan, Elven

Traits:
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Feats:
Magical Tail ( 1 rank )
You grow an extra tail that represents your growing magical powers.
Prerequisite: Kitsune.
Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.

Deft Dodger
Benefit: You gain a +1 trait bonus on Reflex saves.

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc.Modifier
Acrobatics Dex 8 = 4 + 4
Bluff Cha 6 = 3 + 3
Climb Str 2 = 0 + 2
Craft Int 4 = 2 + 2
Intimidate Cha 7 = 3 + 4
Diplomacy Cha 7 = 3 + 4
Knowledge (Dungoneering ) Int 4 = 2 + 2
Knowledge (local) Int 3 = 2 + 1
Linguistics Int 4 = 2 + 2
Perception Wis 5 = 1 + 4
Perform Wis 3 = 1 + 2
Perfession() Wis 1 = 1 + 0
Sleight of Hand Dex 8 = 4 + 4
Stealth Dex 6 = 4 + 2
Swim Str 2 = 0 + 2
Use Magic Device Cha 5 = 3 + 2


Favored class points:
Hit points: d8
Skill points: Int + 8

Class Skills:
Uncanny Dodge
Sneak Attack +2d6
Trap Sense +1
Evasion
Trap Finding
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that
heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Race Skills:
x

Equipment:
Hammock
Tent, small
Fishing tackle
Compass
Rope, silk (50 ft.)
String (50 ft.)
Hook, grappling, common
Kit, grooming
Kit, rogue's
Mithril Shirt +1
Bag of Holding I
Ioun Torch
Short bow
Quiver
Rapier
Arrows, common (40)


Gold: 1,100g
 
I have to admit in shame that you managed to utterly confuse me with your virtuous slinging of Pathfinder terminology. What the f...ancy is an rp8/9 race?

And regarding that bite attack:
- will it be in addition to the already listed racial benefits, or on top of them?
- will I be able to use it in the same round I perform a flurry, or is it of as limited use as I thought?
- will I be mistaken for a vampire? :)

In the advanced race guide, they made rules for building new races, as example they detailed the standard races costs in that system, each ability costs a number of 'Racial Points'. Humans for example, cost 9 RP to build under that system.

On top of.
Yes, as a secondary natural weapon (-5 to hit, +1/2 STR, no penalty to main attack).
Just as your claw attacks are retractable and therefore invisible until used, so is the bite.

Its worth noting, that if you wanted to get really nasty, you could designate your unarmed strikes to be using something other than your hands (a lovely and often overlooked ability of the monk) to leave your claw attacks open for use, meaning a full attack would be flurry at +2/+2 full STR bonus, then claw claw bite at -2 half STR bonus, giving you 5 attacks that all benefit from your amulet of mighty fists.

Monks and natural attacks are pretty hot.

What is the code line for making the box to put the char sheet in?

Easiest way to find that kind of thing out is to hit the quote button on someone who has used it then check the raw text.

There is a whole world of NPCs for you to take care of ... :)

If that is not enough, how about some divine caster? I hear they tend to be very useful characters. Zell was fun too, though.

A divine caster? Well thats one I havent done in quite some time

I'm not familiar with the posting code that you want to put the char sheet up with. I'll go ahead and post, but I can clean it up after I get the code I need to use. This is the numbers only, no background or appearance yet. I will get those up a little later today.

Name: Calare Long
Age: 22
Race: Kitsune
Gender: Female
Class: Rogue
Alignment: Neutral Good

Strength 10 (+0)
Dexterity 19 (+4)
Constitution 15 (+2)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 16 (+3)

Size: Medium
Height: 5'0"

Total Hit Points: 32

Speed: 30

Armor Class: 19

Touch AC: 15
Flat-footed: 15

Initiative modifier: + 4 = 4
Fortitude save: + 1 + 2 = 3
Reflex save: + 4 + 4 = 8
Will save: + 1 + 1 = 2
Attack (handheld): + 3 + 0 = 3
Attack (missile): + 3 + 4 = 7
Combat Maneuver Bonus: + 3 + 0 = 3
Combat Maneuver Defense: + 14 = 10 + 0 + 4

Languages:
Common, Sylvan, Elven

Traits:
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Feats:
Magical Tail ( 1 rank )
You grow an extra tail that represents your growing magical powers.
Prerequisite: Kitsune.
Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.

Deft Dodger
Benefit: You gain a +1 trait bonus on Reflex saves.

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc.Modifier
Acrobatics Dex 8 = 4 + 4
Bluff Cha 6 = 3 + 3
Climb Str 2 = 0 + 2
Craft Int 4 = 2 + 2
Intimidate Cha 7 = 3 + 4
Diplomacy Cha 7 = 3 + 4
Knowledge (Dungoneering ) Int 4 = 2 + 2
Knowledge (local) Int 3 = 2 + 1
Linguistics Int 4 = 2 + 2
Perception Wis 5 = 1 + 4
Perform Wis 3 = 1 + 2
Perfession() Wis 1 = 1 + 0
Sleight of Hand Dex 8 = 4 + 4
Stealth Dex 6 = 4 + 2
Swim Str 2 = 0 + 2
Use Magic Device Cha 5 = 3 + 2


Favored class points:
Hit points: d8
Skill points: Int + 8

Class Skills:
Uncanny Dodge
Sneak Attack +2d6
Trap Sense +1
Evasion
Trap Finding
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that
heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Race Skills:
x

Equipment:
Hammock
Tent, small
Fishing tackle
Compass
Rope, silk (50 ft.)
String (50 ft.)
Hook, grappling, common
Kit, grooming
Kit, rogue's
Mithril Shirt +1
Bag of Holding I
Ioun Torch
Short bow
Quiver
Rapier
Arrows, common (40)


Gold: 1,100g

There are a few problems here, but most are cause I use poorly explained sheets.

Your ability scores add up to 2 higher than they should.
I dont think you've given yourself your CON bonus to HP.
The traits section is actually for Traits, of which you get 2 for free.
Deft dodger is a trait not a feat.
Favored class points are actually free points to put in to either skills or HP, you get 1 per level in a single class of your choosing (in your case rogue).
You appear to only have 1 rogue trick, you should have 2.
Race skills is where you put the abilities give to you by your race (so low light vision and the like).

Thats what a cursory glance got me, I may have missed some bits, but we can get to anything else once this stuff is done. Just ask if you need any help.
 
Those numbers are a bitch. Anyhow, I'd like to ask, if you ply a 5rp race, how do you boost it so it gets even with the stronger races of the group?
 
Ah okay, I will work on his background, appearance and personality while you do that. :D
 
You may have the following as bonuses to the kobold race.

Scavenger: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Weapon Familiarity: Kobolds are proficient with all forms of Picks, and any weapon with the word 'kobold' in its name.

Hatred: Kobolds gain a +1 bonus to attack rolls against Gnomes.
 
I should have my human sorcerer ready later today :) Just spend the last 1000 gold on small junk and decide on spells, then he should be done
 
Mae Van Duran
Human Female Barbarian (Invulnerable Rager) 4
CN Medium Humanoid (human)
Init +5; Senses Perception +7
Age 22
Height 5'11"
Eyes Jade
Hair Red
Appearance
Mae 1
Mae 2
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 60 (4d12+12)
Fort +6, Ref +4, Will +1
DR 2/—, 4/lethal; Resist extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Sawtooth sabre +8 (1d8+6/19-20/x2) and
+1 Sawtooth sabre +8 (1d8+3/19-20/x2)

Chakram (5) +8 (1d8+5/x2)
Dagger +9 (1d4+5/19-20/x2)
Shortsword (2) +9 (1d6+5/19-20/x2)
Spiked gauntlet (2) +9 (1d4+5/x2)

Special Attacks rage (15 rounds/day), rage powers (hurling, lesser, reckless abandon [+/-2])
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 14, Int 8, Wis 10, Cha 16

Base Atk +4; CMB +9; CMD 22

Feats Exotic Weapon Proficiency (Sawtooth sabre), Power Attack -2/+4, Two-weapon Fighting

Traits Berserker of the Society, Chance Savior

Skills Acrobatics +10 (+14 jump), Climb +12, Intimidate +10, Perception +7, Survival +5

Languages Common

SQ fast movement +10

Combat Gear Acolyte ale (5), Potion of bull's strength, and Potion of enlarge person

Other Gear Masterwork Hide shirt, +1 Sawtooth sabre, +1 Sawtooth sabre, Chakram (5), Dagger, Shortsword (2), Spiked gauntlet, Spiked gauntlet, Backpack, masterwork (9 @ 44.5 lbs), Bedroll, Belt pouch (8 @ 1 lbs), Blanket, winter, Climber's kit, Everburning torch, Flint and steel, Mug/tankard, Rope (3), Soap

Money 277 GP, 3 SP, 7 CP
--------------------
Special Abilities
--------------------
Berserker of the Society +3 rounds of Rage a day.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hurling, Lesser (Ex) Throw large objects while raging.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.

Background Mae had always been an outcast since before she could remember. Whoever her parents were they abandoned her as an infant, left to die from exposure to the elements or worse in the harsh frozen wastes of the north. Mae likes to hint that she was raised by wolves and the spirits of her pack mates live on in her swords, Eyolf and Ulf. Most everything else is a mystery, mostly since Mae has no motivation to ever speak of it.

What is known is that she was found by a clan of barbarians at a very young age. Her bright, fiery hair was seen as a curse by many, touches by the fiends of the Abyss, though some saw it as a gift. Either way, Mae quickly grew into a fierce warrior in her own right and through deed and blood she made a name for herself. By the time she was budding into womanhood the savage life of a frozen, foaming at the mouth barbarian had taken its toll on her moral. For reasons she could never really explain Mae always found herself wanting more from life. So in the dead of night she packed up her meager possessions and set south.

The further she traveled from the frozen wastelands of her youth the more Mae found life plentiful in all its bounty. She easily lived off the land as she made her way towards society. At first there were few that took the tall, scantily clad barbarian seriously (she never did get use to the warmer climate and wore next to nothing even in battle), that was until they saw her prowess in battle. Once more, with blood and iron Mae made a name for herself with the adventuring and mercenary types of the world. There was always work to be had with people of her commendable skills, there was always someone wanting to kill someone else and would gladly pay in those shiny gold coins. Mae found she liked gold, liked the things that came with it like rich foods and bitter ales.

There were few things that excited Mae, a stiff drink, a cute face, and the scent of blood were among the foremost of them. The profit of all that gold seemed only a side benefit of it all, though Mae was just as choosy with who she might slaughter as with who she might mate with.

That was how she fell into the lot of Lord Geron, a man with too much gold and not enough sense. He fancied the fiery haried barbarian, as he did many other exotic women. His gold was good and he wasn't that bothersome, Mae proved an adequate bodyguard from time to time as well as other physical activities.

But more importantly that was where she would meet her friend and companion, Ceana. It didn't take long for the barbarian to take a shining to the young, busty girl. All it took was a display of those impressive fighting skills and Mae was won over, it was truly one way to the barbarian's heart.

Unfortunately, the Lord made the mistake of growing bored with them both near the same time. They two bonded even further as they showed him just how wrong he had been.

Since then Mae has been at Ceana's side, a constant and ready companion. Mae trusted the girl with her life and took her words as Gospel. It didn't take much convincing to get Mae on the airship, the promise of gold, glory, and a bit of ass on the side was all she needed.

Eyolf and Ulf hungered for blood.


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Got the character up. Used Herolab so pardon the different format from the rest.

Lemme know if there's problems with stats or anything and I will double check and adjust accordingly.
 
Code:
[b]Name:[/b] Lucius
[b]Age:[/b] 19
[b]Race:[/b] Human
[b]Gender:[/b] Male
[b]Class:[/b] Sorcerer (Infernal bloodline) 4
[b]Alignment:[/b] Chaotic Neutral

Strength 	9	 (-1)
Dexterity 	16	 (+3)
Constitution 	14	 (+2)
Intelligence 	14	 (+2)
Wisdom 	        12 	 (+1)
Charisma 	20	 (+5)

[b]Size:[/b] 	Medium
[b]Height:[/b] 6'0"

[b]Total Hit Points:[/b] 24 

[b]Speed:[/b] 30 Feet

[b]Armor Class:[/b] 
    Regular:      17   = 10 + 4 (Mithral chainshirt) 3 (Dex)
    Touch AC:     13   = 10 + 3 (Dex)
    Flat-footed:  14   = 10 + 4 (Mithral chainshirt)

[b]Saving Throws:[/b]
    Fortitude:		+ 4	= +1 (Base) +2(Con) +1 (Cloak of resistance)
    Reflex:		+ 5	= +1 (Base) +3 (Dex) + 1 (Cloak of resistance)
    Will:		+6	= +4 (Base) +1 (Wis) +1 (Cloak of resistance)

[b]Combat:[/b]
    Initiative modifier:      + 7     = +3 (Dex) + 4 (Improved initiative)
    Combat Maneuver Bonus:    +1     = +2 (BAB) -1 (str)
    Combat Maneuver Defense:  +14     = 10 +2 (Bab) -1 (Str) +3 (Dex)

Attack (Mace, light): +1 = +2 (BAB) – 1 (Str)
Damage (Mace, light): 1d6-1
Attack (Longbow mw): +6 = +2 (BAB) +3 (Dex) +1 (Masterwork)
Damage (Longbow) 1d8-1

[b]Languages:[/b]	
    Common, Infernal, Draconic

[b]Traits:[/b]
    Charming
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

    Magical lineage (Fireball)
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.    

[b]Flaws:[/b]
 Power-hungry
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

[b]Feats:[/b]
Improved initiative
Craft wondrous item
Reach spell
Martial weapon proficiency (Longbow)

[b]Skills:[/b]         Ability    Ranks  Class  Misc
Bluff		+12/13 = +5 (Cha) + 4 + 3 (+1 charming)   
Diplomacy	+12/13 = +5 (Cha) + 4 + 3 (+1 charming)
Intimidate	+12 = +5 (Cha) + 4 +3
Knowledge (Arcana)	+9 = 2 (int) + 4 + 3
Spellcraft 	+ 9 = 2 (Int) + 4 + 3
Use magic device +12 = 5 (Cha) + 4 + 3

[b]Favored class points:[/b] 
    Hit points 		0
    Skill points 	4

[b]Sorcerer skills[/b]
Bloodline Arcana: +2 DC charm subschool spells (Bloodline)
Corrupting touch: cause a creature to become shaken with melee touch attack) (bloodline)
Cantrips
Eschew materials
Infernal resistances: Resist fire 5, +2 on saving throws against poison (Bloodline)
Bonus spell (bloodline)

[b]Spells[/b]
[b]Level 0[/b]
Detect magic
Read magic
Breeze
Light
Ghost sound
Prestidigitation
[b]Level 1[/b]
Charm person
Enlarge person
Color spray
Protection from good (bloodline bonus spell)
[b]Level 2[/b]
Invisibility

[b]Equipment[/b]
Ring of sustenance (2500 gp)
Mithral shirt (1100)
Cloak of resistance (1000 gp)
Masterwork Longbow (375)
20 Arrows (1 gp)
6 potions cure light wounds (300 gp)
1 potion of invisibility (300 gp)
1 potion of cure light wounds actually containing acid (10 gp)
Everburning torch (110 gp)
Outfit, explorers
Outfit, Courtiers with jewelry (80 gp)
Signet ring (5 gp)
Wax (1 gp)
Skeleton key (85 gp)
Sorcerer kit (8 gp)
Medium tent (15 gp)
Money (110 gp)

Background (1.0 might get adjusted in near future)
Ever since he was a small boy, Lucius heard a female voice in his head. At first the voice was a friend, later it started to guide him. It seemed that if he followed the instructions of the voice he just happened to be at the right place, at the right time. When puberty hit him, images joined the voice, often in the form of dreams. A beautiful naked woman talked to him, caressed him, and promised him things. Power, riches, women and indeed as Lucius grew older he became handsome and the arcane power ran through his body.

Although he was happy with his friend, Lucius wanted to understand it and started to study his family history. Most of his family members were blessed with magic and good fortune, but as he read more he found out that one of his forefathers had made a deal with a female devil. The exact details of the deal were unclear, it mostly seemed to be that the devil helped the family and in return the family would help the devil.

Lucius enjoyed life and learned to use both his magic as his looks to move forward in life. Always he craved to gain more power and then when the emperor’s quest to find Rainia came, the voice told him to join on that. He wasn’t sure if it was for his benefit or that finally the devil’s true plans came in view, but Lucius joined.

Lucius doesn't see himself as evil or as good, he just is willing to do what it takes to move forward in life.

Looks:
Lucius is a very handsome young man and he knows it. He is not very muscular or big, but with his 6 foot height and looks his presence in a room is always very clear. A clean shaven face that displays his ever present smile very well. His eyes seem to be silver, with small spots of gold. His brown hair is somewhat longer than that of the average man, but always appears freshly combed.

Normally Lucius is dressed in a decent courtier's outfit. Nothing that invites criminals to come and rob him, but decent enough to mingle around people with money. Currently however Lucius is dressed in a simple explorers outfit.


I think this should be it, although I have more experience with D&D sheets than with pathfinder sheets so I will recheck it a couple of times before the adventure starts. I am hoping 'enlarge person' in a SRP doesn't have to be a full person all the time but can be limited to body parts? :devil:
 
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I have added a backstory to Ceana's character sheet. Now awaiting KoD's and KDC's approval.

And it would be good if KoD could add to the starting post a link to the list of flaws he allows for this game.
 
Code:
[b]Name:[/b] Calare Long
[b]Age:[/b] 22
[b]Race:[/b] Kitsune
[b]Gender:[/b] Female
[b]Class:[/b] Rogue 4
[b]Alignment:[/b] Neutral Evil

Strength 	10	 (0)
Dexterity 	20	 (+4)
Constitution 	14	 (+2)
Intelligence 	12	 (+1)
Wisdom 		13    (+1)
Charisma 	16	 (+3)

[b]Size:[/b] 	Medium
[b]Height:[/b] 6'0"

[b]Total Hit Points:[/b] 44 

[b]Speed:[/b] 30 Feet 

[b]Armor Class:[/b] 
    Regular:     19   = 10 + +4 (Dex) + 5 (Mithril shirt)
    Touch AC:     14   = 10 +4 (Dex)
    Flat-footed:  15   = 10 + 5 (Mithril shirt)

[b]Saving Throws:[/b]
    Fortitude:		+ 3	= +1 (Base) +2(Con) 
    Reflex:		+ 8	= +4 (Base) +4 (Dex)
    Will:		+3	= +1 (Base) +1 (Wis) + 1 (Indomitable Faith)

[b]Combat:[/b]
    Initiative modifier:      + 5     = +4 (Dex) +1 (Reactionary)
    Combat Maneuver Bonus:    +3     = +3(BAB) + 0(Str)
    Combat Maneuver Defense:  +17     = 10 +3 (BAB) +4 (Dex)

    Attack (handheld):         +3     = +3 (BAB) 
   Attack (missile):         + 7     = +3 (BAB) +4 (Dex) 
   

[b]Languages:[/b]	
    Common, Sylvan, Elvan

[b]Feats:[/b]
Magical Tail ( 1 rank )
You grow an extra tail that represents your growing magical powers.
Prerequisite: Kitsune.
Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.
Weapon Finesse

[b]Skills:[/b]                        Ability    Ranks  Class  Misc
Acrobatics Dex 10 = 4 + 4 + 2
Bluff Cha 6 = 3 + 3
Climb Str 2 = 0 + 2
Craft Int 3 = 1 + 2
Intimidate Cha 7 = 3 + 4
Diplomacy Cha 7 = 3 + 4
Knowledge (Dungoneering ) Int 3 = 1 + 2
Knowledge (local) Int 2 = 1 + 1
Linguistics Int 3 = 1 + 2
Perception Wis 5 = 1 + 4
Perform Wis 3 = 1 + 2
Perfession() Wis 1 = 1 + 0
Sleight of Hand Dex 8 = 4 + 4
Stealth Dex 6 = 4 + 2
Swim Str 2 = 0 + 2
Use Magic Device Cha 5 = 3 + 2
[b]Favored class points:[/b] 
    Hit points 	12
    Skill points 	9

[b]Rogue Skills:[/b]
Uncanny Dodge
Sneak Attack +2d6
Trap Sense +1
Evasion
Trap Finding
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Slow Reactions* (Ex): Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.
Reactionary 
Indomitable Faith
    

[b]Kitsune Traits:[/b]
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.    
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
[b]Equipment:[/b]

Hammock
Tent, small
Fishing tackle
Compass
Rope, silk (50 ft.)
String (50 ft.)
Hook, grappling, common
Kit, grooming
Kit, rogue's
Mithril Shirt +1
Bag of Holding I
Ioun Torch
Short bow
Quiver
Rapier
Arrows, common (40)

[b]Gold:[/b] 1100g

http://www.freeimagehosting.net/3lzk8
 
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I have added a backstory to Ceana's character sheet. Now awaiting KoD's and KDC's approval.

And it would be good if KoD could add to the starting post a link to the list of flaws he allows for this game.

That would have been smart, wouldn't it?


As for everyone else, I have some commitments this weekend I had forgoten about (reminder was on my phone, which got stolen) So Im about to race out the door. I'll look at sheets and the like when I can, but it might be as late as Monday, my apologies.
 
Hey no problems, I will just post my character sheet here along with the background, looks and personality so it will be easily changed when you get back. ;)

Oh and I changed his alignment, I felt Chaotic Neutral fit him better. And added another outfit for 20g.

Code:
Name: Kerloch Ashbringer
Age: 18
Race: Kobold
Gender: Male
Class: Alchemist
Alignment: Chaotic Neutral 

Strength 	10	(0)
Dexterity 	13	(1)
Constitution 	12	(1)
Intelligence 	18	(4)
Wisdom 		14	(2)
Charisma 	12	(1)

Size: 		Small
Height: 	3'2"

Total Hit Points: 36

Speed: 30

Armor Class: 16

    Touch AC: 16
    Flat-footed: 13 

Initiative modifier:	+ 1	= +1[Dex]
Fortitude save:		+ 5	= 4[Base]+1[Fort]
Reflex save:		+ 5	= 4[Base]+1[Ref]
Will save:		 +3	= 1[Base]+2[Will]
Attack (handheld):	+ 4	= 3[Base]+1 [Dex] +1[Size]
Attack (missile):	+ 4	= 3[Base]+1 [Dex] +1[Size]
Combat Maneuver Bonus:	+ 2	= 3[Base]-1[Size]+0[Str]
Combat Maneuver Defense:  + 10	= 10[Base] -1[Size]+0[Str]+1[Dex]

Languages:	
    Draconic
    Dwarven
    Undercommon
    Common
    Gnome

Traits:
    Improvisational Equipment
    Firebug

Flaws:
    -

Feats:
    Draconic Aspect (Black Scales: /5 Acid Resistance)
    Draconic Glide

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Disable Device	 Dex		5 =		+1			+4	x
Appraise 	Cha 		3 = 		+1			+2	x
Craft (Trap) 	 Int 		8 = 		+4			+2	+2
Craft (Alchemy)  Int 		8 = 		+4			+4 	x
Stealth 	 Dex 		5 = 		+1			x	+4
Perception 	 Wis 		6 = 		+2			+2	+2
Heal  		 Wis 		4 = 		+2			+2	x
Sleight of H.Dex 		4 = 		+1			+3	x
Survival 	 Wis 		6 = 		+2			+4 	x
Spellcraft 	 Int 		4 = 		+4			x	x
Fly    		 Dex 		3 = 		+1			+2	x
Profession(Miner)Wis 		4 = 		+2			x	+2
Use Magic Device Cha 		4 =		1			+3 	x
Knowledge(Arcana)Int		6 =		+4			+2	x
Knowledge(Nature)Int		8 =		+4			+4	x
32/32 (Is is that 36 cause I tried the generator and it got my max skill points to 36 not 32 like I did)

Favored class points: (Alchemist)
    Hit points 	0
    Skill points:	0
    Bombs: 	4 (1/2 bombs for each point if I am not wrong)

Class Skills:
    (Su)Alchemy
    (Su)Bomb 2d6
    (Ex)Brew potion
    (Su)Mutagen
    (Ex)Throw anything
    (Su)Discovery
    (Ex)Poison Resistance
    (Ex)Poison Use
    (Ex)Swift Alchemy

Race Skills:
    
    Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
    Type: Kobolds are humanoids with the reptilian subtype.
    Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
   
Defense Racial Traits

    Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.

Feat and Skill Racial Traits

    Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
    Scavenger(Bonus): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Senses Racial Traits

    Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

    Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.

Discoveries:
    (Ex) Tentacle (It grows from his groin area and he has it reaching out through his sleeves or trousers when not warping it around his waist or when he's openly using it for alchemy or combat.)
    Explosive Missile (Make explosive missiles)

Alchemy Formulas
Lv1
Enlarge Person
Reduce Person
Ant Haul
Lv2
Spider Climb

Equipment:
    Magic +1 Morningstar 		(-2000g)
    Leaf Armor (AC +3) 		(-500g)
    Blow Gun 				(-2g)
    Darts (Blowgun) x1000 		(-50g)
    Hammock x3 				(-3sp)
    Bedroll x2			 	(-2sp)
    Blanket 					(-5sp)
    Chair, Folding 			(-1g)
    Compass 				(-10g)
    Map 					(-50g)
    Horn Signal 				(-1g) 
    Star Charts 				(-200g)
    Gecko, Riding (C. Trained)	(-400g)
    Animal Feed x100 			(-5g)
    Saddle Exotic (Riding) 		(-30g)
    Wagon Light 				(-50g)
    Tent Medium 				(-15g)
    Trap Bear x10 			(-20g)
    Fishing Net x2 + x10 Hooks 	(-9g)
    Backpack Masterwork 		(-50g)
    Trail Rations x10 			(-1g)
    100ft Silk Rope 			(-20g)
    Alchemist's Lab (Portable) 	(0g)
    Bomb Launcher x50 		(-500g)
    Tar Bomb x10 			(-150g)
    Hip Flask 				(-3g)
    Oil (Anointed) x8 			(-100g)
    Oil (Lamp) x10 			(-1g)
    Explorser's Outfit 			(-10g)
    Swarmsuit 				(-20g)
    Oil Cardice x2 			(-100g)
    Waterskin 				(-1g)
    Barrel  					(-2g)
    Basket x5 				(-2g)
    Dilettante's Outfit			(-20g)

Gold:	6000-4439=1561

Background: Kerloch Ashbringer has been an unique character for his kind. While most Kobolds find the surface world to be weird and frightening, and sometimes darn scornful with the bright sun, has Kerloch always been fascinated by the surface world. He was born of a mighty Kobold Clan called the Scorchscales, their leader, a half-dragon kobold by the name of Havash, had brought them much territory from the goblinoids and orcs within the underground caverns of their swamp home.

His tribe was strong and held its ground against most enemies, but Kerloch found the tribe to be very dull and even when young he spent most of his time reading and experimenting when other kobolds would play, train or go hunting. One day he got lucky and found a book on alchemy nobody in the tribe wanted as loot from a group of adventurers looking to kill the tribe, which they failed to do.

As he was well educated, for a kobold, he managed to read the book rather well and found himself fascinated by the formulas and mixtures of the tome. Just a week later he tried his first mixture and managed to create his first potion, it hadn't been a very big success as it had only made him glow green but hey even how minor it was something. After that he begun with vigour to experiment with formulas and bombs, it ended up with a lot of explosions, mutated kobolds, among them himself, and a very, very angry chieftain.

He was punished with cleaning up the mess he caused but it did nothing to deter his already eager mind from furthering his experiments. When he turned fourteen he decided to out of the blue leave the tribe for the surface, he had no clue why but he just felt a sudden need to leave for something far greater then a job as a trap maker.

He travelled to the surface with his tame giant lizard Frofro and began to journey the swamp. Of course as things have it a lone kobold riding on a giant lizard, in later years pulling a wagon, does cause some attention. He found himself attacked several times by adventurers, patrols, monsters and even other kobolds. But somehow his bombs always took care of them before it became too much of a worry. So he kept moving and though he was an adult he was never really one for mating, well he used to be that way.

He travelled through a deep elven forest, it had been about a year past his leave from the village and he had grown a lot stronger and cunning from those any months of travelling, exploring and fighting. He had even learned that to cause no attacks upon himself he had to dress up as a human, it felt a bit silly at first but when nobody attacked him for a month, well not humans or adventurers at least, he felt that it was at least useful and he even got a taste for fashion, cue shopping sprees hehe.

Anyhow, when he travelled through the forest he stumbled upon a group of ogres attacking a group of elven women, he hadn't really been interested in the fighting but he thought that the elves might be able to reward him if he saved them, ogres weren't known for keeping coin. So he threw a couple of bombs and beat an ogre to death with a neat morning star he found and the elves rewarded him. Though it had not been a reward he had excepted was he never the less very happy for the rewarding sex of a group of elven women taking his virginity.

Now a few years later he's an experienced explorer and traveller, he's even done a few odd job quests here and there but never as a group or a real adventure. He had grown more confident and self-assured of himself and felt that now was the time to preform a real quest, a real adventure. He just had to find a group willing to accept his charming kobold self among their rank.

Appearance: Kerloch is around 3'2" tall, he has a well portioned body that is lean and flexible. His hide is as black as charcoal and his eyes are pure green, he has a pair of horns sticking out of his skull, giving him a draconic appearance. Upon his chest area there are a collection of green coloured scars in the shape of claw and bite marks. He has a tentacle that gows out of his groin area that he hides beneath his clothings, or as a sash. But he uses the tentacle as an extra limb, giving him more hands for experiments potion makings and so on. His tentacle, when used, is most of the time slithered out from his sleeves or collar. As it is a tentacle it can be transfigured by his will to be used for mating, earning him the nickname Kerloch Twinrod by some female circles.

He wears a collection of exotic travellers outfits and dilettante clothings as it shows him to be a civilized kobold when amongst the surface races but also lets him be seen as an experienced traveller amongst his own kind.

Personality: Kerloch is a curious and eager person, he loves a good journey, new food, new people, new experiments and he also loves sex. He has a lot of eccentric behaviours that makes him a bit of an oddball, though for some reasons females find his behaviours adorable or cute sometimes. Inventive and imaginative he loves to experiment on alchemy and trapmaking to create new kinds of creations.

He once even tried to create a trap based weapon, ended up with a lot of bruises from the trap springing itself off the handle when he struck the straw dummy but he considered it a success with the fact that the dummy's head got bitten off by the bear trap he had attacked ot said handle, but the prototype needed more work. He isn't one to back away from a fight but he prefers to keep his distance if needed and he has no quarrel in playing dirty if needed.

IMG: (It's actually supposed to be black scales not red but use your imagination.) http://th05.deviantart.net/fs71/PRE...half_blood_dragon_by_werewolfgene-d482k26.jpg

I originally considered this image but it didn't have the wings nor did it feel like it really fit his character. http://us-p.vclart.net/vcl/Artists/Jace/fb.jpg


One thing that bothers me though, I want to use Smoked Goggles to negate my light sensitivity but the goggles doesn't have that rule. I heard about Sundark Goggles but they aren't on the site you posted so what would you suggest? (When you get back I mean)
 
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busy busy busy...

it looks like sorcerer, barbarian, monk, rogue, alchemist...

and that works nicely because I'm thinking about oracles a lot lately. I just have to make one now.
 
Oo, this looks like an immense amount of fun! Are you guys already full, or might you have one more spot open? :) I've played a ton of tabletop RPGs, D&D and otherwise, and doing it SRP style sounds pretty much like the best idea ever!

If you're full, that's okay, I'll just be watching from the sidelines then~
 
Oo, this looks like an immense amount of fun! Are you guys already full, or might you have one more spot open? :) I've played a ton of tabletop RPGs, D&D and otherwise, and doing it SRP style sounds pretty much like the best idea ever!

If you're full, that's okay, I'll just be watching from the sidelines then~

No clue, you will have to wait for kittenofdeath to return tomorrow.
 
Background: Calare was born on the island of Absalom, living there for the first eighteen years of her life. Her father was a well respected thief on the island, and she followed in his footsteps to learn the trade. She learned as much as she could from him, starting from her early childhood. She was a quick study of the kitsune way, combining trickery with thievery.

When she turned 15, she joined the thieves guild to be able to keep her skills at their best. Despite her skills, she did have a minor mishap on one of her jobs. She had been able to disarm a trap on a chest, but she accidentally triggered a hidden switch. A spray of acid shot from a niche on the chest, a small amount hitting the right side of her face. Before she was able to remove the acid, it cut a line down from above her eye to the middle of her cheek. Her right eye was injured as well. Despite attempts to heal the injury, a scar was left down the right side of her face. Though she could still see out of her eye, she wears a eye patch to hide the scars.

Like most of her race, Calare felt the itch of wanderlust after she turned 18. Packing up her stuff, she left the island of Absalom and has been wandering the land in search of adventure.

Appearance: http://www.freeimagehosting.net/3lzk8
 
Nymiset

Suli Oracle 4
N Medium Outsider (native)
Init +4; Senses oracle's curses (clouded vision), darkvision 30 ft., low-light vision; Perception -1
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+4 armor, +3 shield, +5 Dex)
hp 27 (4d8+4)
Fort +2, Ref +6, Will +5
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+5/x2) and
. . +1 Morningstar +9 (1d8+6/x2)
Oracle Spells Known (CL 4):
2 (4/day) Calm Emotions (DC 17), Cure Moderate Wounds, Tongues
1 (8/day) Divine Favor, Bless, Cure Light Wounds, Identify, Command (DC 16)
0 (at will) Virtue, Stabilize, Purify Food and Drink (DC 15), Detect Magic, Mending, Create Water
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 13, Int 10, Wis 8, Cha 20
Base Atk +3; CMB +8; CMD 20
Feats Iron Will, Power Attack -1/+2
Traits Dangerously Curious, Reactionary
Skills Acrobatics +1, Climb +4, Diplomacy +14, Escape Artist +1, Fly +1, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Ride +1, Sense Motive +1, Spellcraft +7, Stealth +1, Swim +4, Use Magic Device +13; Racial Modifiers +2 Diplomacy, +2 Sense Motive, revelations (lore keeper, sidestep secret)
Languages Auran, Common
SQ elemental assault (1d6, 4 rounds) (1/day), mysteries (lore)
Combat Gear Wand of cure light wounds; Other Gear +1 Studded leather armor, +1 Heavy steel shield, +1 Morningstar, 597 GP
--------------------
Special Abilities
--------------------
Clouded Vision You cannot see beyond 30'
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Elemental Assault (1d6, 4 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

BackgroundNymiset was born in one of the greatest temples of Nethys, on a bluff high over the Sphinx River. She was immediately recognized as the offspring of the genie, and her milky white eyes were the cause for much consideration by the priests and priestesses. When it became apparent that she was able to see in some way, she was recognized as blessed by the God, and was raised to be a defender of the temple.

As a child and an adolescent, she trained relentlessly, growing stronger and wielding weapons more powerfully, while at the same time, learning to use her magical powers to strengthen herself and her allies, and to better understand the world around her. Her vision proved problematic outside of the temple, but in the close quarters inside, she was as effective as any of the other guards, as well as being unaffected by darkness.

She believed that she would live out her life in the temple before the airship expedition was declared. Then the high priestess summoned her, and ordered her to travel to the launch site and join the expedition, that the God would be represented in this new world. Nymiset had no idea that the high priestess was envious of her youth and beauty, and simply wanted her out of the way, but she accepted the mission as the honor it was presented as.
 
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