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About CapT_Wombat

Alexandrite Rubyna Tourmaline
Cleric of Olladra, Goddess of Good Fortune.

At 8'2" this horned woman is truly scary, silver orb eyes and pointed steel like teeth. She towers over most, Her Armor is Sliver and black, Strapped it her back is a massive 2 Handed great sword. She has Horns metallic silver, steel shod hooves, that clatter was her legs bending the wrong way as she walks. Her Hair is animated changing color, her skin blue gray steel like. Her arms and legs long and strong looking. The look on her face is interested. When she talks there is an odd whisper as if her words are being said by others close by. She gives off a heat haze at all times, a shimmer to the light around her, and her breath steams, every thing about this woman screams evil outsider yet her Armor has the unmistakable Holy Symbol of Olladra, Goddess of Fortune.

Eyes: Silver metallic orbs.[glint red in sunlightl]
Horns: Silver metallic
Legs: Cloven feet [steel shod]
Tail: Fiendish Metallic scales
Hair: Animated Color changes.
Skin: Pale metallic.
Teeth: Metallic Sharp
Other: inhuman voice
Other: birthmark [traits]
Other: unnatural temperature Hot.

Evil

CRUNCH::

Stats 25 points spend

Str 16 +3[5p +2 Race]
Dex 14 +2[5p]
Con 14 +1[5p]
Int 16 +3[5p +2 Race]
Wis 17 +3[5p +2 Race+1 Devilef eggs]
Cha 08 +0[-2 Race]

BAB +2
AM +5
AR +4

CMB +2
CMD 15/12FI

SAVES
FOR +7 [+2fighter 3 Cleric +2con
REF +2 [+0 Fighter +0+2dex]
WIL +6 [+0 Fighter +3 Cleric +3wis]

AC 21/13Tch/18FI [Scale Male +5 kilt +1 Dex+2 feat+1 NA+2]

INITI +2
Perf Combat +
Speed 30' [wile In Armor] 40' with out.
HP 28/28 [10+2 5+2+1 5+2+1]
[F-class cleric +1hp level.]

MW Adamantine Great Sword TH +6 DMG 2d6+5 19/20x2
[Cold Iron] / throwing Dagger THR + 5 1d4+3 cr19/20 x2 ri10'
Shortbow THR +5 1d6 20/x3 ri60


FEATS and Traits Drawbacks::

1: Dodge +1AC
2: Improved Sunder
3: Armor of the pit +2NA to AC

FLAW
Dark Past


Fighter::

Class
Proficiency Weapon - all simple and martial weapons
Proficiency Armor - (heavy, light, and medium)
Proficiency All shields (including tower shields).
1: Bonus feat: Power Attack.

Traits
1: Birthmark
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

2: Church gift [Flavor: as Wealthy Parents ] +500gp


SKILLS::

Skill points' working on [5+5+5 = 15]
Acrobatics -2 0r [+2Dex]-4
Appraise +3 0r, [+3int]<
Bluff -1 0r, [-1Cha]<
Climb +1 0r, [+3Str]-4A<
Craft +3 0r (+3Int) <
Diplomacy -1 0r [-1Cha]<
Disable Device -- 0r, [+2Dex]-4A
Disguise +5 1r,[-1Cha+2race]<
Escape Artist -2 0r,[+2Dex]-4A
Fly -2, 0r,[+2Dex]-4A
Heal +9 1r [+3Wis] [+2item]<
Handel animal +3 1r [-1 Cha]<
Intimidate +2 0r [-1Cha+2race]<
Linguistics +7 1r,[+3int]<
Perception +7 1r, [+3Wis]<
Perform (All) -1 0r [-1Cha]
Profession(all) +3, 0r [+3Wis]<
Ride +3/+6 1r [+3Str]-4A<
Sense Motive +7 1r[+3Wis]<
Sleight of Hand +2 0r [+2Dex]
Spellcraft +7 1r, [+3int]<
Stealth +2 1r, [+2Dex] -4A <
Survival +5 0r, [+3wis] +2Item
Swim -1 0r [+3Str]-4A<
Use Magic Device +0 1r,[-1Cha]

Knowledge (Arcana) +3 0r, [+3int]<
Knowledge (Engineering) +7 1r [+3int]<
Knowledge (Geography) +3 0r, [+3int]
Knowledge (History) +7 1r, [+3int]<
Knowledge (Nature) +3 0r, [+3int]
Knowledge (Nobility) +3 0r, [+3int]<
Knowledge (Planes) +7 1r,[+3int]<
Knowledge (Religion) +7 1r, [+3int]<
Knowledge (Local) +3 0r,[+3int]<
Knowledge (Dungeon) +7 1r, [+3int]<

Concentration +10+3+2 +15

< class Skills + other
^Other

<Class + other skills

Race Tiefling Oni-Spawn:

(Hungerseed):
Standard Racial Traits

Ability Score Racial Traits:

Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Str, +2 Wis, –2 Cha

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Racial Traits

Skilled: Tieflings gain a +2 racial bonus on Disguise, Intimidate checks.

Magical Racial Traits


Spell-like ability::

46 - You gain an additional +2 racial bonus to your Intelligence score.
llinked to back story and fortunes birth mark

Deviled eggs
Produce flame as spell once CL=HD

Senses Racial Traits

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits

Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.


CLASS Fighter L1::

Skill Ranks Per Level: 2 + Int modifier.
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

BAB +1 Saves +2/+0/+0

Bonus feat

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).


CLASS Cleric Olladra L2::

God: Olladra, Goddess of Feast and Good Fortune

Domains-> Good (Agathion, Friendship), Healing (Restoration), Luck (Fate), Travel (Exploration)

Cleric
Class Skills
Skill Ranks Per Level: 2 + Int modifier.

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su):
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—longstrider,

Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp):
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—true strike,

Channeling: Positive Energy 1d6 2/day

Spells

Level 4 (at Will)
1: Detect Magic/Power* [*if transparency rules]
2: Mending
3: Read Magic
4: Stabilize

1st Level 3+1
*: True Strike
1: Shield of Faith
2: Endure Elements
3: Protection from Evil.

*As Heals Vigor Lesser 12r 1hp or QLW

<= used


Items::

Starting Gold = 3500gp
MW Adamantine Great Sword 3050gp From Flaw [Hell Blade]
Dagger Iron, Cold x2 8gp
Holy symbol Steel, embedded in sword hilt. 5gp
--On body--
Armor: Scale Mail + armored-kilt 70gp
Fine Travelers clothing, 10gp
Sleeves of many garments 200gp
In clothing
Small note-book and Silver point pen 5gp
Signal whistle x2 (--)
Ear plugs
Chalk x1
Spell component pouch 5gp
flint and steel (-),
1 Acid flask,
1 Alchemist's fire,
2 antitoxin (-)
traveling papers
Wands
Shield 4/50 30go
QLW 4/50 30gp

Gold 12go


Mount-Bite'er::

Large Dire Wolf

Wolf, Dire
This immense black wolf is the size of a horse, its fangs as large and sharp as knives.

N Large animal
Init +2;
Senses low-light vision,
scent**
Perception +10

DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +3 natural, +1 Leather Bording –1 size)
hp 37 (5d8+15)
Fort +7,
Ref +6,
Will +2

OFFENSE
Speed 50 ft.
Melee bite +7 (1d8+6 plus trip)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats:
Run,
Skill Focus (Perception),
Weapon Focus (bite)

Skills
Perception +10,
Stealth +3,
Survival +1 (+5 scent tracking);
Racial Modifiers +4 Survival when tracking by scent

Items

Barding Leather 40gp
On mount
1x Saddle, exotic riding 30gp 45lb
2x Saddlebags 8gp 16lb
[Saddle hook] Short bow 30gp
[Saddle hook] Quiver + 30 arrows. 10gp
Saddlebags
shovel/pick with case (8 lbs.),
7 days rations (7),
1 Waterskin(4),
leather sack (1/2),
2 torches (2),
1 Sunrod (1),
2x healer's kit (2), 20/20
1 explorer's outfit (6),
1 peasants outfit (2),
wine bottle (1/2).
waterproof map case (1/2),
spice it up (-),
2 flasks of oil (2)
1 climber's kit (5)
7 Animal feed, carnivore (per day) 5 cp 35 lbs.

Strapped to Saddle
1 waterproof bedroll(5),
1 tent (fits 2 people) (20)
1 length of 50 feet silk rope {5)


Back Ground::

"Shavarath, The Battleground

The legions of Hell hated her, and why not, she had shown the one thing, that one weakness hell hated, Forgiveness. The task had been simple, behead a demon. Chained and held, locked to a killing block. Not everyone liked this kind of work, slaughtering Demons and Rebellious Devils, some exploded when you killed them some blighted you. So the job was given to slaves, sum of the pits, the Devil Tainted. She was one such, sold to hell as a child for a mages pact.

She had killed 1000s, each one held as this one, and each time she would bring up the great Hell Blade. They would beg, they would weep, some scream, some laughed, most coursed. It was simple work, bloody and as endless as the war was. Day in day out, she cut off heads.

Then one day he came, there was something destined about him, something. The moment there eyes meet, she had a feeling she would not put into words, and she could see he felt the same. She went slowly, taking her time to get ready. The overseer was working a big Demon, one on a much larger block some way away so she had time.

He spoke
"I will not beg, you will get so such joy from me Devil"
She stared back at him held by his gaze.

"I care not if you do or don't, yours is just another neck to chop, I have many to do this day"

Then he said words that rocked her soul.
"Then Cut deep and well for you are the most fare hand to take my life"

She stopped dead, something deep something odd what??...
She was confused but she felt, SHE HAD FELT!

The blade fell, and chines broke. Why she did it she would always be thinking about, all her life, her action and he was free.
He jumped up, laughter peeled off him, he grow in size and power.
The overseer ran but fell, a whole in his chest; the Guards fell the same way. The others like her with swords ran to hid and he stood there, raveling in his freedom, the rebel Devil had set a demon lord Free.

Then he looked down at her, she know she was to die, but then
His hand
"Come, come with me, we will fight hell and we will get away from here"
She did, hand in hand they ran, her Hell Blade now cutting down Devils while, while his razor hands and powers smashed and crushed just as many.

They had got so close, so very, very close, to the Planes gate, but the hells ranks where called and the rebellious pit slave and Demon stood now facing a host of Devils.
He looked at her, then leaned down and kissed her.
"I die this day but I will set you free, if only for the Joy of upsetting hell. Go and run, keep running and never let them take you back. I am NIZZONASH find me again"
Then in one move he picked her up and through her into the Planes gate.
The high lord commander of the Killing pits look at his host, this day had been a bad one, he had let go a Devil who should now be dead go, and one of his own had helped him.
"He has converted one of our own, I want her Find you hear ME!, find her, FIND HER!!! BRING HER BACK HERE FOR PUNISHMENT!!! NOW GO!!"

She had been lost and alone, it was hard being like her and in such a city, hated mostly she kept herself away from harm and others.
But then they had come, the to the hovel she had been hiding in, they had been looking for her, to help her. They had taken her in, let her live and train with them. She hard done her best and so after a time had taken the robe. Now she was a Cleric in their ranks. Chance had given her luck and so she was a symbol of how fortune comes.


The prophecy::

To Oracle Brooks

I have done as the temple Augury said and went to meet the "a small man" at the named place, "to meet the ones who seek". What I found was a party looking to get a book or scroll, but before we could start we where attached, by Iron Fist troops, ask and you will hear of it.
Some of us have made our way to safety, By the will of the goddess Oracle.
I will not say where for walls have eyes, will send another letter when I can.

But know all is well with me from now, I do the Goddess bidding.

Rubyna

Rubyna
If you are on the prophecy as we believe,
follow the unicorn when you see it,
guide the seekers not only in a better way of life but also in new passions,
Once you find the crystal swan one must be purged of evil or it will consume the seeker,
Be wary of the white dove for it will pull a seeker away from their task,
Lastly the protectors will be tested the full length of the travel but their own devils will follow.

Good luck and god speed,

O.B.

player notes::

Vigor Lesser
VIGOR, LESSER
Conjuration (Healing)
Level: Cleric 1, druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level
(max 15 rounds)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The sounds of battle ring in your ears as you
lay hands on your fallen comrade. You can
spare neither time nor magic to do more right
now, but the blood flow slows to a trickle and
her breathing becomes less labored, even as
you are called to the aid of another.
The subject gains fast healing 1,
enabling it to heal 1 hit point per round
until the spell ends and automatically
becoming stabilized if it begins dying
from hit point loss during that time.
Lesser vigor does not restore hit points
lost from starvation, thirst, or suffocation,
nor does it allow a creature to
regrow or attach lost body parts.
The effects of multiple vigor spells
do not stack; only the highest-level
effect applies.