| GM Rednal |
Yidhra always enjoys getting more followers. XD I'll be keeping this recruitment open for at least a few days, so there's no big rush plot-wise.
Speaking of plot, I might just pretend that whoever I pick here was in the group all along, given how little happened before some people evidently vanished.
| Philo Pharynx |
Hmmm... I've come up with a good idea. A dwarf lass who can take the role of beatstick, but who is a little broader than just that role.
There aren't that many dwarves in the Blight, and most of them are clanless. Kuldra was one such. A native, she always felt a connection to the old culture. So she learned what she could as she grew. Scouring old books and sagas, she studied the old ways. The weapons and armor, the history and ways.
As she grew, she was fascinated by the art of crystal carving. She began to practice it and felt something within. She found herself growing crystals by will alone. Over time, she could make weapons and eventually armor. Bolts of crystal were her weapons.
But in the Blight, one couldn't make a living at crystal carving. She wanted a better life, so she began taking jobs as a mercenary. Her talent with weapons and the added bonus of her magic made her successful. From there, she began travelling with adventuring groups. Recently, she went down into a tomb with a group to find the source of the undead that haunted the undercity.
Despite this, she doesn't think of herself as an "adventurer". she does this in hopes of being able to have a good life beyond this.
Kuldra is primarily a melee beatstick. Heavy armor and a heavy weapon. Her crystal gives her a little bit of battlefield control by entangling and adding difficult terrain.
In the social scenes, she's a support. She's excellent in the perceptive side of things and not too bad on the active side. She can dismiss her armor and weapons and change her clothes magically. This allows her to fit in to many scenes that plate mail is a bit imposing in.
Kuldra Shardheart
Female dwarf armorist 5
NG Medium humanoid (dwarf)
Hero Points 1
Init +0; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
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Defense
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AC 20, touch 10, flat-footed 20 (+10 armor)
hp 54 (5d10+20)
Fort +8, Ref +3, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
Weaknesses energy focus, focus casting, magical signs
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Offense
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Speed 40 ft.
Melee +1 shock dwarven dorn-dergar +9 (1d10+5 plus 1d6 electricity) or
. . touch destructive blast +8 (3d4)
Ranged touch destructive blast +5 (3d4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 shock dwarven dorn-dergar)
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Magic
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Caster Level 2 (5 for crystal blasts); MSB 5; MSD 16; Concentration +8
CAM Wis
Spell Points 10
Destruction - CL 2/5; DC 14/15; Range 600/150/35; Talents crystal blast, energy blade, explosive orb, extended range; Drawbacks Energy focus (Crystal blast), focus casting (ring), magical signs
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Statistics
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Str 16, Dex 10, Con 16, Int 12, Wis 16, Cha 12
Base Atk +5; CMB +8; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Darting Viper, Focused Blast Type Group, Steel Soul[APG]
Traits armor expert, grounded
Skills Acrobatics -3 (+1 to jump, -1 on balance-related checks), Climb +4, Craft (armor) +7 (+9 metal or stone, double normal progress for nonmagical), Craft (crystal carving) +7 (+9 metal or stone, double normal progress for nonmagical), Craft (weapons) +7 (+9 metal or stone, double normal progress for nonmagical), Diplomacy +3 (+5 Castorhage residents), Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Linguistics +4, Perception +10 (+12 to notice unusual stonework), Sense Motive +12, Spellcraft +5, Survival +5, Swim +4; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc
SQ armor training 1, arsenal trick (movement), bound equipment, bound equipment abilities, casting, crystal blast (blast type), destructive blast, energy blade (blast shape), explosive orb (blast shape), extended range, hero points, industrious urbanite, magic skill bonus, magic skill defense, summon equipment
Other Gear +1 base movement +20 full plate, +1 shock dwarven dorn-dergar, belt of giant strength +2, cloak of resistance +1, deadeye’s spotter ring, sleeves of many garments[UE], spectacles of thought-seeing, traveler's any-tool[UE], bedroll, fashionable accessories, flight grapnel, grooming kit (worth 1 gp), jewelry[UE], masterwork backpack[APG], silk rope (50 ft.), sphere focus ring, trail rations (5), traveler's outfit, wandermeal[UE] (10), winter blanket, 14 gp, 8 sp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bound Equipment +2 (2 items) (Su) Chosen item can be summoned at no cost and is stronger than other summoned gear
Bound Equipment Abilities You can place the following abilities on bound and summoned equipment:
Casting (CL 2, Wisdom, DC 13) You can cast sphere effects.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target
Destruction: Destructive Blast 3d4 Ranged or melee touch attack deals 3d4 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Explosive Orb (Radius 10 ft.) Deal destructive blast damage in a radius
Destruction: Extended Range Increase the range of your destructive blast
Energy Focus (Crystal) You may only make a destructive blast of a single energy type
Focus Casting (DC 21) You must make a concentration check to use magic without your focus item
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Magical Signs Your use of magic is obvious to all observers
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Summon Equipment (+1 bonus) (Su) You can conjure a weapon or shield.
Sapiens
|
Ok, here's Ada. She can do both the skills and the frontline part. I counted an ability score increase at level 4, please tell me if I shouldn't have.
Female Human Inquisitor 5
LN Medium Humanoid(human)
Init +5; Senses Perception +10
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Defense
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AC 17, touch 12, flat-footed 15 [+5 +1 mithral chainshirt, +2 Dex]
If shielded AC 19, T 12, FF 17
hp 8+4*5(levels)+3*5(Con) = 43
Fort +7, Ref +3, Will +6
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Offense
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Speed 30 ft.
Melee
- +1 Greatsword +9 (2d6+9) [19-20/x2, Slashing]
- Longsword +7 (1d8+4) [19-20, Slashing]
Ranged Composite Longbow +5 (1d8+4) [x3, Piercing]
Inquisitor Spells Known (CL 5th; concentration +7 (+5CL, +2Wis)
. . 0th (6 known, at will) - detect magic, detect poison, guidance, light, read magic, resistance
. . 1st (4 known, 4/day) - bless, divine favour, expeditious retreat, true strike
. . 2nd (3 known, 2/day) - detect thoughts, invisibility, silence
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Statistics
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Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8 [ooc]I considered a +1 at level 4[ooc]
Base Atk +3; CMB +6; CMD 19
Skills (8/level) (+1 human, +1 FCB)
- Bluff +6 (2 ranks, -1 Cha, +2 Wis, +3 class)
- Diplomacy +3 (1 rank, -1 Cha, +3 class) (+2 to gather information)
- Disable Device +10 (5 ranks, +2 Dex, +3 class)
- Intimidate +9 (5 ranks, -1 Cha, +2 stern gaze, +3 class)
- Knowledge(local) +8 (5 ranks, +0 Int, +3 class)
- Knowledge(religion) +4 (1 rank, +0 Int, +3 class)
- Perception +10 (5 ranks, +2 Wis, +3 class)
- Sense Motive +12 (5 ranks, +2 Wis, +2 stern gaze, +3 class)
- Stealth +10 (5 ranks, +2 Dex, +3 class)
- Survival +6 (1 rank, +2 Wis, +3 class) (+2 to follow tracks)
- Perception +10 (5 ranks, +2 Wis, +3 class)
Background Skills
- Knowledge(history) +8 (5 ranks, +0 Int, +3 class)
- Craft(paintings) +8 (5 ranks, +0 Int, +3 class)
Feats
- Martial Weapon Proficiency (greatsword)
- Quick Draw
- Weapon Focus (greatsword)
- Power Attack
- Lookout (floating teamwork feat)
Favored Class Bonus +5 skill points
Languages Common
SQ Judgement 2/day, gifted detective, stern gaze, cunning initiative, detect alignment at will, track, solo tactics, bonus teamwork feat, bane 5 rnds/day, discern lies 5 rnds/day
Mundane Gear Backpack, spell component pouch, holy book, holy symbol
Magic Items belt of strength +2, cure light wounds wand
Scrolls protection from chaos, protection from evil, shield of faith x2, remove fear x2, zone of truth, acute senses, tongues
Money ca. 100gp
Encumbrance ca. 60/76-153-230 lbs.
Fresh out of the orphanage, on her 14th birthday, Ada chose this last option, since she had been blessed with a strong physique and believed the life of a guardswoman to be marginally safer than that of a harlot or a cutpurse. Especially since her mother had been a harlot, his father had been a cutpurse, and they both had met a violent death on the streets. When she was 18, she left the Watch to work as a bounty hunter, managing to get some more money in her pocket. However, something gnawed at her. She was basically a glorified mercenary, the police force was inept and corrupt, and crime was rampant on the streets of Castorhage. Was there a reason for evil and suffering? Or was it all gratuitous, and she was drifting in an universe without purpose?
These nihilist thoughts were ended by her calling.
While she was pursuing a gnome who had swindled some powerful and rich people, she had him almost within her grasp when he turned and shouted a paradoxical, bewildering question, throwing her mind off balance. "How did you look before your mother and father were born?" In the blink of an eye, the gnome had disappeared, but his question had struck Ada far deeper than it should have. while eating, before sleeping, walking, she could not keep her mind from going over it, trying to make some sense of the absurd phrase. It seemed obvious that she would not have had a face before her parents were born, but then where would her current face come from? What was her nature, the nature of her appearance and personality, that it could just appear into existence? Help came in the form of Richard Hamilton, a friend from the orphanage who had become a High Priest of Yidhra. As Ada had told Richard of the conundrum that her mind was working on, it was easy for him to help her. "Your face was just as it is now. If it hadn't been, you would now have a different face. It was just hidden."
If possible, this answer was even more absurd and paradoxical as the question, and yet something started in Ada's mind. She started studying Yidhra's conflictual, contrasting holy books, finding solace and comfort in her doublespeak, her acceptance of two conflicting worldviews as equally accurate. It felt like freedom. Beyond facts, when the realm of opinions was concerned, there was no truth or falsehood, only opposing views. And if two wise people disagreed, could they possibly be right? Yes, they could.
She ordained herself as another High Priest, as is custom, and resumed her old bounty hunting job, but with renewed faith in herself and the world. There could be a thousand different reasons for all that was happening, for the good and the evil in the world, especially on the streets of Castorhage. And she would agree and disagree with them as she felt like. Life was meaningless, and that was its meaning.