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Showing posts with label Player Character. Show all posts
Showing posts with label Player Character. Show all posts

Friday, February 10, 2012

PC Randal Murctoll

Randal "Randie" Murctoll
Concept: Ghost Whisperer
Human Oracle Level 2

Str 15 (7 pts) +2 Mod
Dex 10 (0 pts) +0 Mod
Con 12 (2 pts) +1 Mod

Int 12 (2 pts) +1 Mod
Wis 12 (2 pts) +1 Mod
Cha 17 (7 pts +2 Racial) +3 Mod

Skills: Sense Motive +6 (Wis), Diplomacy +6 (Cha), Knowledge (Religion) +5 (Int), Heal +6 (Wis), Knowledge (History) +5 (Int), Survival +6 (Wis), Knowledge (Nature) +6

Hit Point: 17
Armor Class: 15

Fortitude: +1
Reflex: +0
Will: +4
Base Attack +1

Starting Wealth: 54gp and 5sp
Items: Morningstar 8gp (1d8 dmg), Hide Armor 15gp (+4 AC), Light Steel Shield 9gp (+1AC), Backpack 2gp, Bedroll 1sp, Flint and Steel 1gp, Grappling Hook 1gp, Hammer 5sp, Four sunrods 8gp, pouch belt 1gp, Trail Rations for 5 days 25sp, Waterskin 2gp, 2 sacks 4sp, Two Daggers (1d4 dmg)

Languages: Common

Spells per day: 4
Spells Known
0 Level - Detect Magic, Stabilize, Virtue, Guidance, Ghost Sound, Mage Hand, Read Magic
1st Level - Cure Light Wounds, Divine Favor, Protection from Evil, Unseen Servant

Mystery: Ancestor
Curse: Haunted*

Revelation: Voice of the Grave**, Spirit Shield***

Feats: Endurance****, Extra Revelation (Spirit Shield)

Traits:
Caravan Guard (Sandru):You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at  anticipating sudden attacks and reacting to danger quickly. You gain a  +2 trait bonus on Initiative checks.

*Malevolent  spirits follow you wherever you go, causing minor mishaps and strange  occurrences (such as unexpected breezes, small objects moving on their  own, and faint noises). Retrieving any stored item from your gear  requires a standard action, unless it would normally take longer. Any  item you drop lands 10 feet away from you in a random direction. Add  mage hand and ghost sound to your list of spells known.

**You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level.

***Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

****Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Thursday, February 09, 2012

PC Koru

PC: Koru
Koru CR 2  (starting Poor version - 35gp)
XP 2,000
Male Dwarf monk2 (archetype: Zen Archer)
LN Medium humanoid (Dwarf)

INIT: +6;
Senses: Perception +8, Sense Motive +8, Darkvision 60 ft.

DEFENSE:
HP 17
AC 16, touch 16, flat-footed 14
(conditional modifiers: +4 AC vs. Giants)
Fort +4, Ref +5, Will +7
(conditional modifiers: +2 racial bonus to saves vs. poison, spells & spell-like abilities; +1 trait bonus to Reflex saves; +4 AC vs. Giants)

OFFENSE;
Speed 20 ft. (4 squares)
Melee: +3 Unarmed Strike (1d6+2, 20/x2)
Ranged +6 Masterwork Composite Longbow (Str Rating 2) (1d8+2, 20/x3)
Ranged: +3 Shortbow (1d6, 20/x3)
(Conditional damage modifiers: +1 Point-blank 30 ft; )
CMB +3;
CMD 19 vs. Grapple, 23 vs. Trip, 19 vs. Disarm, 19 vs. Sunder, 23 vs. Bull-rush, 19 vs. Overrun;
Special: Flurry of Blows (+2/+2)  -- only with bows.
(Conditional to Hit modifiers: +1/+1 Point-blank 30 ft; +1/+1 Weapon focus: Longbow; +1/+1 Masterwork bow; +1 vs. orcs/goblins; +1 vs. foes of Shalelu)

STATISTICS:
Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 10, Wis 18 (+4), Cha 8 (-1)
Base Atk +1; CMB +1; Ranged +1

FEATS: (6)
Improved Unarmed Strike (free), Perfect Strike (free, 2/day), Improved Initiative (lv.1), Point-Blank Shot (lv.1), Weapon Focus: Longbow (free), Precise Shot (lv.2).

SKILLS:
Acrobatics +9 (+6+3 (traits)), Bluff -1, Climb +6, Diplomacy -1, Disguise -1, Escape Artist +6, Fly +2, Heal +4, Intimidate -1, Perception +8, Perform -1, Ride +6, Sense Motive +8, Stealth +6, Survival +5, Swim +2

LANGUAGES: Common, Dwarven

RACIAL FEATURES:
a) Defensive Training: +4 AC vs. Giants subtype;
b) Hardy: +2 saves vs. poison, spells & spell-like abilities;
c) Hatred: +1 to hit Orcs & Goblins;
d) Lorekeeper: +2 Knowledge (History) skill;
e) Stability: +4 CMD bonus vs. Bullrush & Trip;
g) Stonecunning: +2 Perception to notice unusual stonework, including traps & hidden doors in stone (auto-check w/in 10 feet);
h) Weapon familiarity: Proficient w/ battleaxes, heavy picks & warhammers, and treat "dwarven" weapon as martial.

CLASS / ARCHETYPE FEATURES:
a) Flurry of Blows w/ Bows only;
b) AC Bonus: +Wis bonus (+4) AC & CMD when unarmored & unencumbered;
c) Bonus Feats at 1st, 2nd, 6th, 10th, 14th, & 18th levels (ignore pre-reqs);
d) Weapon Proficiency: Add all types of bows to normal list.
e) Gain Improved Unarmed Strike feat (Lv.1);
f) Perfect Strike feat replaces Stunning Fist (Lv.1);
g) Way of the Bow (Lv.2): Gain Weapon Focus feat, & Weapon Specialization at Lv.6 (replaces Evasion);

TRAITS: (2)
a) Rescued (by Shalelu) (campaign):  +1 to Acrobatics, +1 to hit vs. Shalelu's foes;
b) Grounded (racial): +2 Acrobatics, +1 reflex save

GEAR/EQUIPS:
Monk's Outfit, Masterwork Composite Longbow (Str Rating 2), Arrows (40), Blunt arrows (20), Thistle Arrows (10), Dagger, Flint & Steel, Potion of Cure Light Wounds (1), Masterwork Backpack: bedroll, compass, waterskin, 50 ft. rope, Rations for 5 days).

Monk's Outfit, Shortbow, Arrows (20), Blunt arrows (20), Sack: bedroll, waterskin, Rations for 1 day).

GOLD: 267.4 gp

Wednesday, February 08, 2012

PC: Seong Min Woo

Seong Min-Woo
Half-elf Bard level 2

Str 12 (+1)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 08 (-1)
Cha 18 (+4)

HP 17 Init +2
AC 16
Touch 12 Flat Footed 14
Speed 30' Low-light Vision

Fort +2
Ref +5
Will +2

Skills: Acrobatics +6, Climb +5, Diplomacy +13, Swim +2, Lingusitics +4, Perception +5, Perform (Sing) +10, Perform (Dance) +9, Profession (Cook) +0, Knowledge (Local) +6, Survival +0, Swim +2

Adaptability (replaced with Sociable: If MinWoo attempts to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.)

Elf Blood: MinWoo count as both elf and human for any effect related to race.

Elven Immunities: MinWoo is immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: MinWoo receives a +2 racial bonus on Perception skill checks.

Multitalented (replaced with Arcane Training: Min Woo only has bard as his Favored Class. He can use spell trigger and spell completion items for his Bard class as if 1 level higher.)

Languages: MinWoo can speak Common, Goblin, Elven and Tien

Bard abilities:

Bardic knowledge (replaced with specialized training - Whenever Min Woo performs bardic music using Perform (Sing), he is treated as being level 4 when determining the effect and save DC. In addition, Min Woo can make use of his bardic music one additional time per day, assuming that the additional usage uses Perform (Sing).)

Bardic performance: MinWoo is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for ten (10) rounds per day - eleven (11) rounds total.

Cantrips: Unlimited uses
•​Detect Magic: Detects spells and magic items within 60 ft.
•​Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep
•​Mage Hand: 5-pound telekinesis
•​Mending: Makes minor repair on Objects
•​Prestidigitation: Performs minor tricks.

Countersong: MinWoo can counter magic effects that depend on sound (but not spells that have verbal components).

Distraction: Min Woo can use his performance to counter magic effects that depend on sight. Any creature within 30 feet of him that is affected by an illusion (pattern) or illusion (figment) magical attack may use the Min Woo’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher.

Fascinate: MinWoo can use his performance to cause one or more creatures to become fascinated with him. Each creature within range receives a Will save DC 16 to negate the effect.

Inspire courage +1 (replaced with Celebrity - Famous. MinWoo gains +1 diplomacy and intimidate)

Versatile Performance: Min Woo can use his bonus in Perform (Sing) in place of his bonus in Bluff and Sense Motive.

Well-Versed: Min Woo is resistant to the bardic performance of others, and to sonic effects in general. He gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects

Weapon proficiency: Simple, Longsword, Rapier, Sap, Short sword, Shortbow, Whip

Armor proficiency: Light armor, Shield

Spells:
Level 1 Spells: 3 known (cast 3 per day)
•Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
•​Ear-Piercing Scream: Deals sonic damage and dazes target.
•Sleep: Puts 4 HD of creatures into magical slumber.

Feats:

Lingering Performance: The bonuses and penalties from Min Woo's bardic performance continue for 2 rounds after he ceases performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If he begins a new bardic performance during this time, the effects of the previous performance immediately cease.

Campaign trait:

Ameiko's Best Friend:
Min Woo is best friends with one of the Ameiko; they've grown up together, and while Ameiko has had a much more exciting life than you so far, he hopes one day to follow in her footsteps and see the world—or perhaps even become an adventurer himself. Min Woo has picked up a lot from Ameiko, but particularly her skill in interacting with others.
Min Woo gains a +1 trait bonus on all attack rolls against foes that threaten Ameiko. He also has a +2 trait bonus on Diplomacy checks.

Basic Trait (Social): Rich Parents
Min Woo's starting cash increases to 900 gp

Items:

Daggers (2)
Long sword, masterwork
Studded Leather armor, masterwork
Light steel shield, masterwork
Adventurer’s Kit (backpack, bedroll, flint and steel, belt pouch, ten days ration, two sun rods, 50' silk rope, and waterskin)
Explorer’s outfit
Six pack potion of cure light wounds

* * *

Min-woo was born to a merchant from Tian Xia and one of the local wild elves. It didn't take long after his being born that his mother left him with his father. Early in his life, if was discovered that MinWoo had the gift of song and his father thought having a son as a celebrity was good for business.

His exotic appearance made him to be doted amongst the older ladies of town and later on by the younger ones. He was later apprenticed under the only bard in town Jocyn Elmaran who was actually threatened by the young boy as the latter is fast becoming a celebrity of sorts in town as well as the nearby ones.

Min-woo is used to being cared for and has grown spoiled to the comfort it brings.