Jalros

Kalabash's page

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About Kalabash

Kalabash the Red Ringed Harvester
Str 10 Dex 18 Con 12 Int 10 Wis 12 Cha 16

Ancestry human (dex, cha)
Background returning descendant (dex, con)
Class rogue thief (dex)
Free (dex, con, wis, cha)

Speed 30
HP 26
Languages common
Perception +7
Fort +5 Ref +10 Will +7
AC 18
Attack rapier (deadly d8, finesse, disarm) +8 1d6+4
Ranged generic +8

Saves fortitude T, reflex E, will E
Defenses light armor T, unarmored defense T
Attacks simple T, unarmed T, rapier T, sap T, shortbow T, shortsword T
Perception expert

Skills
Trained acrobatics +8, athletics +4, deception +7, diplomacy +7, intimidate +7, lore (engineering, underworld) +4, society +4, thievery +8
Expert stealth +10
Master -
Legend -

Class feature sneak attack, surprise attack
Class nimble dodge, trapfinder (ancestry), minor magic (divine lance, shield)
Ancestry versatile heritage (fleet), natural ambition (trapfinder)
General fleet (ancestry), pickpocket (background)
Skill intimidating glare, quiet allies

Equipment:

Wealth 0.3gp (spent 14.7)
* rapier (2gp)
* dagger x5 (0.2gp x5 = 1gp)
* adventurer's pack (0.7gp)
* climbing kit (0.5gp)
* thieves' tools (3gp)
* fine clothing (2gp)
* disguise kit (2gp)
* hooded lantern (0.7gp)
* religious symbol (calistria) (2gp)
* tent (0.8gp)

Progression:

class feat nimble dodge, minor magic (divine lance, shield), magical trickster, twist the knife, blind fight, precide debilitations, sneak savant, sense the unseen, cognitive loophole, implausible infiltration, hidden paragon
skill feat intimidating glare, quiet allies, subtle theft, read lips, steady balance, quick squeeze, foil senses, swift sneak, battle cry, additional lore, terrified retreat, multilingual, unmistakable lore, additional lore, legendary sneak, legendary thief, additional lore, additional lore, legendary negotiation, scare to death
skill increase stealth E, diplomacy E, acrobatics E, thievery E, intimidate E, stealth M, thievery M, intimidate M, diplomacy M, deception E, deception M, acrobatics M, athletics E, stealth L, thievery L, deception L, acrobatics L, diplomacy L, intimidate L
general versatile heritage (fleet), toughness, fast recovery, incredible investiture, incredible initiative, additional lore
ancestry natural amibition (trapfinder), haughty obstinacy, cooperative nature, clever improvisor, general (multilingual),

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Ignatius Birdstop
Str 18 Dex 10 Con 16 Int 12 Wis 12 Cha 10

Ancestry human (dex, cha)
Background: random (con, str) [fishing, sailing] {quick coercion}
Class monk (str) 1
Free (str, con, int, wis)

Speed 25/20
HP 22
Languages common, ?, ?
Perception +4 [trained]
Fort +8 Ref +5 Will +6
AC 15/19
Attack unarmed strike +7 1d6+4 [agile, finesse, unarmed]
Attack falling stone unarmed strike +7 1d8+4 [forceful, non-lethal, unarmed]
Ranged generic +3

Saves fortitude E, reflex E, will E
Defenses unarmored defense E
Attacks simple T, unarmed T
Perception T

Skills
Trained athletics +7, craft (stonework) +4, intimidate +3, lore (fishing, sailing, ancient osiria) +4, society +4
Expert -
Master -
Legend -

Class feature flurry of blows, powerful fist
Class mountain stance
Ancestry versatile heritage (fast recovery), general training (toughness)
General fast recovery (ancestry),
Skill sailing (background), fishing (background), multilingual (ancestry)

Equipment:

Wealth 12.3gp
* adventurer's pack (0.7gp)
* climbing kit (0.5gp)
* hooded lantern (0.7gp)
* tent (0.8gp)

Progression:

archetype living monolith, page 59, lost omens (world guide)

Reminder:

Fast Recovery: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

Creation rolls
[1d100=6]zero family: str, con
[1d20=16]location: coastal community: fishing, sailing, sea creature
[1d20=15]childhood: raided: suit of armor or shield 15gp or less
[1d20=7]associate: undead (ghost, vampire): con
inspired isi: encouraged to excel at performance (virtuosic performance)
challenged stefan: saved stefan from false admirer (quick coercion)

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Lobgesang
Human barbarian 2
Str 18 Dex 12 Con 16 Int 10 Wis 12 Cha 10

Ancestry human (str, con)
Background: laborer (str, con) [athletics, labor lore] {hefty hauler}
Class barbarian (str)
Free (str, dex, con, wis)

Speed 30
HP 38
Languages common
Perception +7 [expert]
Fort +9 Ref +5 Will +7
AC 19
Attack large halberd (reach, slashing or piercing) +8 1d12+4 [+6 rage]
Ranged generic +3

Saves fortitude E, reflex T, will E
Defenses light armor T, medium armor T, unarmored defense T
Attacks simple T, martial T, unarmed T
Perception expert

Skills
Trained athletics +8, intimidate +5, lore (labor) +5, survival +6, stealth +6, thievery +6
Expert -
Master -
Legend -

Class feature
Class rage, instinct (giant), titan mauler (instinct), acute vision (ancestry), raging intimidation, no escape
Ancestry versatile heritage (fleet), natural ambition (acute vision)
General fleet (ancestry)
Skill hefty hauler (background), intimidating glare (raging intimidation), quick coercion

Equipment:

Wealth 1gp (spent 14.0)
* large halberd (4gp)
* breastplate (8gp)
* adventurer's pack (0.7gp)
* climbing kit (0.5gp)
* tent (0.8gp)

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Wrath & Glory

Gilbert Druf 1.0:

Gilbert Druf
Advanced character creation, ascension Stay The Course
Origin exile (illegitimate son) (determination +1)
Accomplishment dabbled in the proscribed (rule breaker, +1 conviction)
Goal fortune and glory (+1 conviction)
Basic human, tier 2, rank 0, speed 6, influence 5, passive awareness 1
Keywords imperium, rogue trader
Portrait

Attributes Str 3, Tou 5(2), Agi 4, Ini 5, Wil 3, Int 2, Fel 5
Skills athletics 4(1), awareness 2(0), ballistic 5(1), cunning 7(2), deception 7(2), insight 2(0), intimidation 3(0), leadership 6(3), medicae 2(0), persuasion 7(2), pilot 5(1), psychic 3(0), scholar 2(0), stealth 7(3), survival 3(0), tech 2(0), weapon 8(3)
Talents eliminator, silent
Health wounds 7, shock 5, determination 6

Attack mono knife 9d6, 3 dmg, ED 2, AP -1 (rending[1])
Attack auto pistol 5d6, 7 dmg, ED 1, range 6/12/18
Defend conviction 5, resolve 2, defence 4, resilience 9(3 armor)

Wargear
Wealth 4
Monoknife (+dueling grip)
Flak coat
Munitorium-issue mess kit
Vox bead
Auto pistol (3 reloads)
Symbol of Authority (deceased seneschal)

Augmetic
Augmetic viscera (ascension)

Desired but not owned
Cameleoline cloak (5R)
Magnoculars (2U)

[spoiler=XP Summary]
Tier 1 attributes 44, skills 34, talents 20, wealth 2
Tier 2 ascencion 20, attributes 55, skills 4, talents 20, wealth 1
Gameplay 66 (spent 49, available 17)

Progression
Brutalist (20)
Counter Attack (30)
Sidestep (30)
Trademark Weapon (30)
Uncanny Trait (40)
Unnatural Skill (60)

Reminder
Eliminator (talent)
You strike from the shadows, using stealth and the element of surprise to take down your foes in one fell swoop.
When you have a Stealth Score (p.181) and you attack an enemy that is unaware of you, you may add your Stealth Score as ED. This is in addition to the bonuses received from a Surprise Attack (p.182). Any decrease to your Stealth Score is resolved after the attack.

Surprise Attack (rule text)
If you attack an unaware enemy, you gain 2 bonus dice to the Attack Test and +2 ED. The attack is likely to reduce your Stealth Score; any decrease is resolved after the attack.

Silent (talent)
Moving silently comes as second nature to you.
You can move at full Speed when Moving Stealthily (p.182), and do not lose your Stealth Score when moving out of Hiding.

Gilbert Druf
Rogue trader, ascension stay the course
Origin dynastic scion, +1 conviction
Accomplishment dark frontier, +1 influence
Goal boundless ambition, +1 resolve
Basic human, tier 2, rank 1, speed 6, influence 9, passive awareness 3
Keywords imperium, rogue trader
Portrait

Attributes Str 3, Tou 4[3], Agi 3, Ini 4, Wil 3, Int 2, Fel 6
Skills athletics 4(1), awareness 4(2), ballistic 7(4), cunning 9(3), deception 8(2), insight 8(2), intimidation 5(2), investigation 2(0), leadership 5(2), medicae 2(0), persuasion 12(6), pilot 3(0), psychic 3(0), scholar 2(0), stealth 5(2), survival 4(1), tech 5(2), weapon 6(2)
Archetype warrant of trade You are a master of manipulating a situation to your advantage. You gain +Rank bonus dice to all Persuasion (Fel) Tests and Influence tests to acquire goods and services
Talents dirty fighter
Health wounds 10, shock 5, determination 3

Attack storm bolter 7d6, 10 dmg, ED 1, range 12/24/36, salvo 4, brutal, heavy [3], rapid fire [2]
Defend conviction 4, resolve 3, defence 3, resilience 10[4]

Wargear:

Wealth 1
Light power armor (AR 4, powered[1]) (archetype)
Storm bolter (archetype)

Augmetic
Subdermal armor (archetype)
Augmetic viscera (ascension)

XP Summary:

Tier 2 archetype 36 attributes 109 skills 54 wealth 1
Tier 3 ascension 30 talents 20 skill 50
Campaign 10xp earned 0xp spent (10xp available)
Ascension: stay the course

Progression:

Reminder:

Dirty Fighter - You’re proficient in the art of foul play. Whenever you make an Interaction Attack (p.190) and you shift 2 Exalted Icons, you can inflict your target with an additional Condition. Choose the most narratively appropriate Condition from the
following options: Blinded (p.199), Prone (p.200), Restrained (p.200), Staggered (p.200)

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Ichi-Go
Str 19 Dex 20 Con 16 Int 10 Wis 16 Cha 10

Ancestry human (dex, str)
Background attention addict (dex, str)
Class monk (dex) level 12
Free (str, dex, con, wis)

Speed 55
HP 185
Languages common, tien
Perception 19
Fort 21 Ref 23 Will 19
AC 32 (33 in crane stance)
Attack unarmed (agile, finesse, non-lethal, unarmed) +23 2d6+6
Ranged generic +21

Saves fortitude M, reflex M, will E
Defenses unarmored defense E
Attacks simple E, unarmed E
Perception expert

Skills
Trained performace +14, lore (gladiator) +14, stealth +19, survival +17, thievery +19
Expert -
Master acrobatics +23, athletics +22
Legend -

Class feature DC 31
Class flurry of blows, powerful fists, incredible speed +20, mystic strikes, alertness, expert strikes, metal strikes
Monk crane stance, dancing leaf, stand still, water step, wall run, winding flow, disrupt ki (2 actions)
Rogue surprise attack
Ancestry versatile heritage (fleet), general training (toughness), clever improvisor, multi talented (rogue)
General fleet (ancestry), toughness (ancestry), feather step, untrained improvisation (ancestry), incredible initiative
Skill impressive performance (background), steady balance, quick jump, powerful leap, forager, assurance (athletics), kip up, underwater marauder (general), assurance (acrobatics)

Equipment:

Wealth
* bracers of armor +1 (level 8)
* +2 striking handwraps (level 10) + ghost touch (level 4)
* boots of bounding (level 7)
* ring of sustenance (level 7)
* rings of energy resistance (5x level 6, count as 2x level 9)
* everburning torch (level 1)
* potion of lesser healing (level 3, 2d8+5, 2x)
* potion of moderate healing (?)
* adventurer's pack (0.7gp)
* climbing kit (0.5gp)
* thieves' tools (3gp)
* fine clothing (2gp)
* disguise kit (2gp)
* hooded lantern (0.7gp)
* tent (0.8gp)

Progression:

Hints:

Crane Stance - You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically

Dancing Leaf - When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall

Stand Still - (reaction) Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using.
Effect You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.

Water Step - You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.

Wall Run - 1 Action Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall

Winding Flow - 1 Action, once per round Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.

Note on jumping: crane stance, dancing leaf, and powerful leap ensure that horizontal jump is +15 more than normal. The vertical leap is 12ft.

Disrupt Ki - 2 Actions Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead.

Melvis of Litauen
Male ranger 2
LN medium human (taldan)
Init +0; Senses Perception +6

-=DEFENSE=-
AC 18, touch 11, flat 18 6 armor, +1 shield, +1 dodge
HP 20 2d10 + 2 + 2
Fort +4; Ref +3; Will +1
Special combat expertise

-=OFFENSE=-
Speed 20ft (30 base)
Melee silver masterwork warhammer +4 (1d8+1 20/x3) Type: bludgeoning
Melee silver masterwork warhammer vs undead +6 (1d8+4 20/x3) Type: bludgeoning
Melee rapier +3 (1d6+1 18-20/x2) Type: piercing
Melee battleaxe +3 (1d8+1 20/x3) Type: slashing
Ranged light crossbow +2 (1d6 20/x2) Type: piercing
Special favored enemy (undead +2); undead slayer (+1 damage)

-=OTHER=-
Str 12, Dex 10, Con 12, Int 14, Wis 12, Cha 16 20pt buy, racial bonus on Strength, "Old" age category
BAB +2; CMB +3; CMD 13
Traits child of the temple (knowledge religion), undead slayer (pharasma)
Feats combat expertise, dodge, improved dirty trick
Special combat style (underhanded)
Favored class ranger
Favored class bonus 2hp
Language taldane, tien, necril
Skills Skills per level: 9 (6 class + 1 human + 2 int); Armor check penalty: -4
Trained climb +6(2); heal +6(2); intimidate +8(2); knowledge (dungeon) +7(2); religion +8(2); perception +6(2); stealth +5(2); survival +6(2); swim +6(2)
Untrained bluff 3, diplomacy 3

Equipment:

Wealth 10gp (990gp spent)


  • silver masterwork warhammer
  • rapier
  • battle axe
  • masterwork chainmail
  • light crossbow
  • buckler
  • everburning torch (clerical)
  • wooden stakes x6
  • holy water x2
  • potion of healing x1
  • bedroll
  • lantern, hooded
  • oil (1-pint flask)
  • rations (2)
  • waterskin
  • sack
  • torch
  • flint & steel

Special: