If you are participating in the game please post your character sheet and basic background here. This is not the place to discuss characters, that goes on in character creation and system. Each player should make only one post in this thread, and edit it as needed: until and unless they create a second character, due to retirement or death, in which case the previous posts should be treated as "locked" after one final edit describing how they died/where they retired to...
Character Name: Sslvark Age: 29 Weight: 6’ 7” Height: 235 lb. Appearance: A greeny-grey scaled Lizardfolk male, with dull spikes running down his back and along his tail (they stop at about his neck). He also has a scar running across his chest, from his left shoulder to his right hit, a reminder that some people are just not going to accept that Lizardfolk aren’t savage cannibals. History: Left the swamps because he was exiled over a dispute with the tribal elder (he felt that it was inevitable that the warmbloods would take the swamps, and that the Lizardfolk needed to be liked to some degree, the elder wanted to keep with tradtion). Wandered the Queesnland of Lore, attacked by a random group of peasants who wanted to be monster hunters. Saved by a passing Cavalier, who told the peasants about the rights of all men (lizard or not) and, when that failed, hit them with a sword until they either died or agreed with him and ran away. He joined up as soon as he could. Part of the Order of the Dragon. (The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.) Stats STR: +4 DEX: +1 CON: +4 INT: +0 WIS: +2 CHA: +1 APP: -1 Alignment: Lawful Chaotic Initiative: 1 Attack melee: 4 Attack ranged: 1 AC: 8 Fortitude: 4 Reflex: 1 Will: 2 Hit Die: d10 Hit Points: 14 Traits/Feats Class Can use all non-exotic weapons, all armour, and all shields except tower shields. Challenge (class trait, use a swift action to target one enemy, gaining bonuses against them at the expense of reduced armour against other enemies). Mount (free, combat-trained, horse. Has Light Armour Proficiency feat). Order (pledged to the Order of the Dragon, allies get +1 to hit targets I’ve challenged). Tactician (Receives free teamwork feat, may use a standard action to give that feat temporarily to all allies nearby). Racial Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus. Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks. Natural Attacks: Bite 1 Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Claws 2 Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.) Feats Distracting Charge (When an ally with this feat charges and hits, you get a +2 to hit that enemy until that allies’ next turn) Power Attack (Can take a -1 to hit in exchange for a +2 bonus to damage, this bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Requires me to have STR 13+ and BAB 1+, so if I don’t qualify, let me know.) Items Combat-Trained Large Horse (free, class perk). Bit and bridle (2 GP) Riding Saddle (10 GP) Saddlebags (4 GP) Lucerne Hammer (15 GP) Suit of Scale Mail (50 GP) Locking Gauntlet (8 GP, replaces right hand gauntlet. Normally, gives me a +10 to CMB/CMD to defend against being disarmed. Since we aren’t using those rules, will do something else.) Bedroll & Blanket (6 SP) 15 Wandermeal rations (15 cp) 2 Waterskins (1 water, 1 Applejack, 2 GP for the waterskins + 5 SP for the booze) Traveller's Outfit (free) Scarf (Dark blue, wool, 5 sp) Backpack (2 GP) Lamp (1 sp) 3 Hours of Lamp oil (3 sp) 79 GP, 8 SP, and 5 CP left over. Skills Acrobatics: 1 Appraise: 0 Bluff: 4 Climb: 4 Craft: 0 Diplomacy: 1 Disguise: 1 Escape Artist: 1 Heal: 2 Intimidate: 5 Linguistics: 1 Perception: 2 Perform: 2 Performance - Erotica: 1 (From CHA) Ride: 5 Sense Motive: 2 Sex Appeal: -1 Sexual Technique: -1 Stealth: 1 Survival: 2 Swim: 4 Skilled in: Ride (1 pt, class skill) Intimidate (1 pt, class skill) Linguistics (1 pt, learning Common) Bluff (1 pt, class skill)
Character Name: Syleen Female Elf Wizard Stats: STR -1 DEX +1 +1 (race) = +2 CON -1 -1 (race) = -2 INT +2 +1 (race) = +3 WIS +2 CHA +1 APP +3 Equipment and Inventory: Explorer's Outfit - free starting outfit Spellbook - free due to class Wizard's Kit - 21 gp, includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Paper (10 Sheets) - 40 sp total 2 Parchements - 4 sp total Sealing Wax - 1 gp Scroll Case - 1 gp Book Lariat - 3 sp Adventurer's Sash - 20 gp Bandolier - 5 sp Rope - 1 gp Dagger - 2 gp Total cost: 51 gp, 2 sp Remaining money: 18 g, 8 sp Feats: Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Scribe Scroll (class feat) Lesbian: Cannot be seduced by or use sex appeal in place of diplomacy against males. Skills: Sex Appeal Knowledge: Sexual (class skill) Sexual Technique Perception Spellcraft (class skill) Spells known: All level 0 spells (due to class) Magic Missile Mage Armor Comprehend Languages Identify Charm Person Obscuring Mist Spells prepared: Acid Splash (cantrip) Ray of Frost (cantrip) Spark (cantrip) Magic Missile (level 1) Bonded Object: Plain Steel Ring – worn on finger, can be used to cast Magic Missile Background: Syleen is a young-looking elf of "variable" age*. She likes to travel, meet new people (especially pretty girls) and learn new things (especially if they have to do with pretty girls). She rarely stays in one place for long, usually due to overprotective parents and/or jealous significant others (such as a jealous husband). *When asked about her age Syleen tends to give different answers depending on her current mood, hence the "variable" part. Description: Syleen has shoulder-length raven-black hair, blue eyes and a nice pair of D-cup breasts. Apart from that she's a pretty normal-looking elf.
Half-elf female Name: Nalana Yinrie Age: 34 Witch STR -2 DEX +0 CON -2 INT +5 (+2 racial) WIS +0 CHA +4 APP +4 Initiative: 0 Attack melee: -2 Attack ranged: 0 AC: 10 Fortitude: -2(ability mod) Reflex: 0(ability mod) Will: 4 = 0(ability mod) +2 (Elven Immunities) +2(class) Hit Die: 4 Traits/feats: Elven Immunities: +2 racial saving throw bonus against enchantment spells and effects. Adaptability: +3 skill (sex appeal) Keen Senses: +2 racial bonus on Perception Low-Light Vision (racial) Elf Blood(racial) Multitalented (racial) – witch & wizard (+1 skill point with each level) Simple weapons Persuasive +2 to diplomacy and intimidate Skills (8 ranks = 2 class+5 intelligence +1 Multitalented) Acrobatics 0 = 0 (ability mod) Appraise 5 = +5 (ability mod) Bluff 4 = +4 (ability mod) Climb -2 = -2 (ability mod) Diplomacy 10 = +4 (ability mod) +1 skill point +3 familiar +2 Persuasive Disguise 4 = +4 (ability mod) Escape artist 0= 0 (ability mod) Fly 0 = 0 (ability mod) Heal 4 = 0 (ability mod) +1 skill point +3 class skill Intimidate 10 = +4 (ability mod) +1 skill point +3 class skill +2 Persuasive Knowledge (arcana) 9 = +5 (ability mod) +1 skill point +3 class skill Knowledge (history) 9 = +5 (ability mod) +1 skill point +3 class skill Perception 2 = 0 (ability mod) +2 Keen Senses Perform 4 = +4 (ability mod) Sense motive 0 = 0 (ability mod) Spellcraft 9 = +5 (ability mod) +1 skill point +3 class skill Survival 0 = 0 (ability mod) Swim -2 = -2 (ability mod) Sex Appeal 8= +4 (ability mod) +1 skill point +3 Adaptability Sexual Technique 5 = +4 (ability mod) +1 skill point Class Features Familiar: Trush + 3 to diplomacy Patron: Decadence Spellwork Hexes: Misfortune Spells: 0 level (cantrips) Detect Magic Guidance Mending 1st level Charm Person To do: Equipment Outfit, Noble's - 75gp (without jewellery) Outfit, Traveler's – free Backpack, common – 2gp Brass knife - 2gp Bedroll – 1sp Blanket - 5sp Tent, small – 10gp soap - 1cp Net, fishing – 4gp Rations, trail 5 – 25sp Flint and Steel – 1gp Kit, Mess – 2sp Flask-3cp Pot, iron – 8sp Pouch, belt - 1gp 4gp 59sp 96cp Description A beautiful diamond shaped face, high cheekbones, and pointy ears clearly show Nalana's elven ancestry. Her narrow violet narrow eyes have an inner glint, yet look coldly at all around her. But what brings attention are her white hair and her flawless, mocha coloured skin – to light for her to be a child of Drow, yet to dark to be a child of any other Elf. She usually wears her long white hair in a loose bun, pinned up with a decorative ornament. Nalana is a tall (1.8 m) woman, with an hourglass figure. She usually wears a revealing, double-slit noble's dress with large cleavage, showing off her bountiful breasts (D-cup). To further enhance her height, she wears a high-heels. When traveling she wears a traveler's outfit - leather pants, knee-high boots a shirt, a vest and a coat with a hood. Nalana rather than fighting prefers to use words and sex appeal on others, for them to do her bidding. While she is physically weak, there are very few who could resist her charm and words. History As a baby left in the forest, because of her half-blood status. She was found and adopted by a witch, living in the forest. Nalana spent years, learning of magics and the ways of the world. Eventually, she finished her lessons and left her teacher. She traveled for a while before finding a place to settle of her own. She lived in the forest, serving as a healer and an advisor for the local village for years. One night, by accident she found out that one of the villagers called an inquisitor to 'cleans' the evil witch. Nalana killed the man and made it look like an accident. Then she tricked the villagers into telling the inquisitor that the local buxom widow was a witch. After two days of 'hearings', the widow admitted to every single absurd thing she was charged with. She was then put in stocks to be 'punished' by the local populace, before being burned at a stake. Nalana left the village soon after, set on acquiring the power to defend herself, minions to serve her and a place of her own to live in.
Keria Slade (Herm) Human Monk of the Healing Hand Age: 22 Total hit points: 14 (Includes toughness) Hit Die: 1 Armor Class: 16 = 10 + 2 (dex) + 1 (dodge) + 3 (wis) Height: 5'9'' Weight: 110lbs Description: Medium Height, toned, lithe, and athletic build, larger C-cup breasts, heart shaped ass, dark tanned skin, bright amber eyes, and long straight white hair rivaling snow parted in the middle with one tail tied in near the ends. Loose white pants, grey top coving most of the long pale scars left on her back from a whip, and long red scarf tied about her waist trailing off and frayed at one end. Her wrists and ankles also bear permenant scarring from shackles and ropes. (Like this~: pinimg.com/736x/34/41/52/3441522d2a8e56692d640c4277cc5e1a.jpg ) STR: +4 (+1 from race) DEX: +2 CON: +3 INT: -1 WIS: +3 CHA: -3 APP: 0 Initiative modifier: + 2 = + 2 [dexterity] Fortitude save: + 5 = 2 [base] + 3 [constitution] Reflex save: + 4 = 2 [base] + 2 [dexterity] Will save: + 5 = 2 [base] + 3 [wisdom] Attack (handheld): + 4 = 0 [base] + 4 [strength] Flurry of Blows: + 3 / + 3 [includes strength modifier] Attack (missile): + 2 = 0 [base] + 2 [dexterity] Feats: Toughness: +3 hp + 1/level over 3 Dodge: +1 bonus to AC Lesbian: Cannot be seduced by or use sex appeal in place of diplomacy against males. Improved Unarmed Strike [Free to monk]: Always considered armed Stunning Fist [Free to monk]: Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Skill Modifiers (Including rank + ability and misc modifiers): Acrobatics: +6 [Class Skill, 1 rank] Appraise: -1 Bluff: -3 Climb: +4 Diplomacy: -3 Disguise: -3 Escape Artist: +3 Fly: +2 Heal: +3 Intimidate: +1 [Class Skill, 1 rank] Perception: +7 [Class Skill, 1 rank] Perform: -3 Ride: +2 Sense Motive: +7 [Class Skill, 1 rank] Stealth: +6 [Class Skill, 1 rank] Survival: +3 Swim: +4 Sex Appeal: 0 Sexual Technique: +1 [1 rank (Free)] Special/Racial Abilities: Flurry of Blows: (Full Action) Make an additional attack on top of your first with either your unarmed strike or monk weapon. Unarmed Strike stronger as part of monk class. (For level 1-3 = 1d6) Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Starting Outfit: Monks outfit+ Nice Scarf (Tied around waist) Equipment: x30 Shuriken (exotic monk thrown weapon) = -6gp x1 Bedroll = -1sp x1 Monk's Kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.) = -8gp x1 Grapling Hook = -1gp Remaining Gold: 16gp 9sp History: Keira Slade was born to a pair of nomadic, desert dwelling parents and had a normal childhood until the age of 6 when both her and her mother were captured by a company of male slavers of mixed races. For years Keria was sold in slave circles and even had body altering experiments done on her at several points giving her a little something "extra" she would not have had normally. During one of the sales Keria was to be a part of a Half-orc Female Monk by the name of Kim Anderas incapacitated the entire slaver company taking several bad wounds in the process. She managed to release all the slaves and fled with a 19 year old Keria to her desert home. Keria begged the half-orc to teach her how to fight so she would have the strength to free other slaves and find her mother. Three years later Kim finally succumbed to the long lasting effects of her wounds and Keria buried her master and lover cursing herself for not being able to save the woman. Soon after she struck out on her own to become stronger, carry on her master's dreams, and find her mother.
Name: Damar Race: Skinwalker Sex: Male Age: 30 Class: Barbarian. HP: 12 AC: 18 STR: +4 (+6 in bestial form) (+10 while raged in beast form) DEX:+1 CON:+3 (+ 9 while raged in beast form.) INT:-3 WIS:+0 CHA:-1 APP:+3 Height: 5ft 6in Weight:200 lbs Transformed Height:6ft 8in Transformed Weight: 300 lbs. Description: Long, messy black hair, black eyes, Has the tanned skin of one who spends a great deal of time working in the sun. He sports a long, wild-looking beard. Quite short and very stocky, but somehow still very physically appealing. His bestial form resembles a large, heavyset, bipedal wolf, with thick, black matted fur, and yellow orange eyes. When not wearing armor, he wears only an extremely revealing loincloth. When asked why, he will explain that he is too poor to buy clothes. He is absolutely covered in scar tissue. Some scars left by blades, others teeth. If asked about them, he will cheerfully explain that he does not remember how he got them. He is relentlessly, unwaveringly cheerful while in his human form, but due to his idiotic demeanor, his cheer is often quite off-putting for those around him. When in his bestial form, all his cheer dissipates, and he is like a wild animal, cold and vicious. Though still capable of speech, his personality is radically changed, as he becomes a spiteful, hate-filled creature. Human form looks like this without the tattoos: https://s-media-cache-ak0.pinimg.com/originals/75/b1/6c/75b16c439f21eda5d68516505e056c96.jpg Beast form looks like this: https://artfiles.alphacoders.com/381/381.png Carries a Schnauzer named Magnus with him wherever he goes. Class Skills: Acrobatics +4 (1 skill rank.) Climb +4 (+6 in bestial form) Craft -3 Handle animal -1 Intimidate -1 Knowlege (nature) -3 Perception +0 Ride +1 Survival +0 Swim +4 (+6 in bestial form) Sex Appeal +3 Equipment: scale mail: +5 ac longsword: 1d8 dmg shield, heavy steel: +2 ac 10 wandermeal rations 1 lap dog 4gp. Class traits: Fast movement: total movement range = 40ft Rage: up to 7 rounds per day. While raged, gains +4 (+6 when feats are added.) con +4 str and +2 hp per hit dice, but suffers -2 ac While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Cannot rage again for two rounds after leaving rage. Feats: Raging vitality: gain an additional +2 bonus to con while raging. Animal-Minded (racial): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Mastery of form (Racial): +2 trait bonus on saving throws against polymorph effects. Background: Damar cannot clearly remember his childhood. He assumes that nothing important happened during his childhood, and as a result his brain simply discarded the memories of it. However, sometimes, when he is in the midst of battle, he can still hear the screams. The dark memories of his past that rise during a fight drive him into an uncontrollable, ferocious rage. But soon, when the fighting ends, the memories fade, and he is once more the jovial, idiotic man that he was prior to all the violence. For as long as he can remember, it has just been him and Magnus, wandering the world, seeking adventure. Or perhaps, seeking vengeance.