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Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Since Gideon is attacking the left priest Jenna shoots at the rightmost one. crossbow + PBS: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
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Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna lines up the leftmost Priest and shoots at him. Crossbow: 1d20 + 5 ⇒ (13) + 5 = 18
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Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() "One of these doors then." Jenna indicates the two doors that have been double checked. random 1-50 left: 1d100 ⇒ 43. She flips a coin, "Left then." ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna will check the two doors in front of her. Perception (traps): 1d20 + 8 ⇒ (5) + 8 = 13
Dice roller has been sucking lately. :( ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() "Agreed" Say Jenna, wanting off the unsteady bridge as soon as possible. She moves across with a double move as well ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() crossbow: 1d20 + 5 ⇒ (18) + 5 = 23
At the back of the queue Jenna puts a bolt into the burning cultist. Just parting his hair. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() As she can now see what is taking place Jenna takes a shot at the Sergeant. crossbow: 1d20 + 5 ⇒ (1) + 5 = 6 Been a while since I've had one of these. Didn't miss it. And fumbles even getting the bolt out embarassingly. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna sighs as the Doctor lights up the area. She moves past him and peers around the corner to see what is happening? ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna is there just behind the Doctor and has Darkvison, what can she see? ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Down. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna is a tomb hunter so has been around a lot of areas, most likely met Jack at Bloodcove with the others. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Probably best to let Arronus or Jenna lead. We both have trapfinding. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna will take one of the short spears as a melee weapon.; Can't use the longsword. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna tries to discern any tracks. survival: 1d20 + 5 ⇒ (3) + 5 = 8 But is unable to make out anything. :( ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna wonders why Tessai picked up the crossbow if she wasn't going to use it? She hands it over to Gideon hoping he's a better shot than her. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna sighs and continues slashing at the warrior in front of her. dagger + Bless: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
"A slow death is what you were hoping for wasn't it?" She comments. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() dagger + bless: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Jenna continues to try and fend off the warrior attacking her, looking around for somewhere she can maneuver to reach the others. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() dagger: 1d20 + 3 ⇒ (10) + 3 = 13
Jenna slashes with her dagger, trying to force her opponent back, but misses. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Taking a 5' step back Jenna snaps a shot at the native in her face. crossbow + PBS: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 Her moving throwing her off. "Ack! A little aid here." She yells. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() As the best targets for her Bombs are all used by her own party Jenna takes aim at the nearest Deathwalker. If they show any signs of hostility she will fire at him. Held action. Crossbow: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d8 ⇒ 1
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Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Sorry for going quiet, I've been in hospital dealing with stomach issues. Will be catching up over the next day. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() "Kill them quickly so they can't enjoy it." Is Jenna's thought on the matter. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna frowns slightly at the mention of a cult, "I did hear a rumor back in Bloodcove. Nothing definite of course, but there was a story of a cult who worship a manifestation of Zon Kuthon called The Death Walkers at the site." She looks around, "With the many dangers of an unexplored Azlanti site the last thing needed is those pain loving freaks blundering around as well!" ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna looks around dubiously, it was all a little too quiet for her liking. "I suggest we give the intact building a quick check to make sure it's not occupied. Then we camp, maybe in the second building as the first seems to bother some of us." ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() survival: 1d20 + 6 ⇒ (1) + 6 = 7 well crap. Jenna tries to look for tracks but can't seem to see any. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() "Lets get a camp set up now." Jenna suggests, "Setting up in the dark when the local wildlife comes out to play would not be a good idea." She studies the two buildings, wondering which would serve better as a base? ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jena studied the surly Half-elf a moment, "Maybe a sense of humor for you would help?" She mused, before joining the Doctor is surveying the area. "Long lost means little disturbed, which also means the defenses will still be dangerous." She scowls and wipes sweat out of her eyes, looking around for a good spot to camp and clean up after the trek. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() No problems moving my avatar. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Jenna blessed the day she had bought her handy haversack, the struggle though the jungle had been bad enough. Doing with a heavy pack would have been murder! She pulled various pieces of armor and clothing away from her body to let the air in and the sweat out. "I'd kill for armor that isn't hot and sweaty!" She announced firmly. "Or at least bruise severely.' She added as she cooled a little. The tall slender Aasimar had her long, black hair tied up and back for coolness. Even so her pretty face glistened with with the humidity of the lush jungle. Looking around she eyed the first ruins with academic greed. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Can't dot the gameplay thread. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() That really does fit her better. Motivation The Crypt breaker. Forgot to add her spells. On her sheet now. 1st - comprehend languages (DC ) , cure light wounds (DC 13) , endure elements (DC 13) , touch of the sea (DC 13) Character combat summary: Jenna Wilde: AC:15 (T:13/FF:12) CMD:16 HP: 24/24 SAVES: F:+4 R:+6 W:+2 (+2 vs Poison) Resistances: Acid 5, Cold 5, Electricity 5, level 3 Alchemist (Crypt breaker) Fem Aasimar (Peri blooded) init:+3 perception: +7 Senses: Low Light Vision, Darkvision (60 ft) Special Qualities: Alchemy, Alkahest Bombs, Celestial Resistance, Crypt Breaker's Draught, Formulae, Infusion, Poison Resistance, Poison Use, Skilled, Spell-Like Ability, Swift Alchemy, Trapfinding. Feats: Point-Blank Shot, Precise Shot, Throw Anything Anything else needed let me know. ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Gideon Stormborn wrote: I'm pretty good at disabling devices. Find device, use hammer. The non-magic version of the Find traps spell. Material component - one fighter 30' ahead of the party. :) ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() Arronus Triari wrote: You're not the only one who can cover trapfinding and disabla device. Always good to have more rather than less on the trap-finding and DD. :) ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() As a Crypt breaker Alchemist Jenna covers Rogue, she has Trap-finding and disable device. Her theme would be the Explorer. Happy to put money in for the Wand of CLW. She doesn't have those skills yet. So many skills so little time! D20 roll: 1d20 ⇒ 3 ![]()
Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
![]() I've received the invitation from GMMichael and am happy to join the party. I'll read through the threads and get Jenna set up here thanks. Just looked at the equipping list, is a Handy haversack OK? Jenna will have an Alchemy kit on her along with her other gear so weight will be a big factor. That's 2000gp so aside from the Travelers any-tool she's not going for any other magic items. ![]()
![]() DBH here again with the background for Shan Rui. I've left some points for you to fiddle with as you feel would work best. Background:
BACKGROUND Rui was born in the year of the Blossom to Shan Zhen and Shan Tsui. A family of tailors in one of Changdo’s poorer districts. Little Rui was a happy, peaceful baby and would lay in her crib listening to her mother singing as she sewed the garments for the family shop. Tsui often remarked on how much interest Rui showed when people were talking, her dark eyes darting to whoever was speaking as she listened to the conversations taking place around her. Growing up Rui was a popular child, pretty and cheerful. Always surrounded by as many other children as she could, singing and playing when not helping her mother in the workroom. Unlike other children Rui loved sitting in on the afternoon tea sessions,. where the neighbourhood wives would gather and gossip. Rui would sit quietly,her nose almost quivering as she followed the gossip with delight. As she grew older it was clear to her family that Rui would be very popular, her looks became truly lovely, and she was more and more surrounded by the local boys. Rui enjoyed this and her charming nature allowed her to keep things interesting.
This offer was accepted, it was clear the Rui’s Sangpotshi was good, her looks and talent carrying her to a higher station. Rui trained hard, this was her opportunity and she would not waste it. Of course she made sure to share as much of her new good fortune with her family as she could. Regularly sending them money, and always using their shop when new clothing was needed. Rui is now starting to be used as a bard and musician at smaller gatherings by her noble sponsor. Testing the waters as you would say. Rui is always determined to be at her best for these affairs, she wants her sponsor to feel her investment in Rui was a wise choice. She also also found these affairs of great pleasure, nobles gossip as much as the wives did! Rui is amazed at how much she can overhear just sitting there gently playing music while the high and mighty chatter. Rui is 5.2 and slender. Her long black hair normally tied up in an elaborate style. While she is beautiful it is the charm and liveliness she displays that draws people to her. Her sparkling dark eyes seem to draw people into confiding secrets to her. I’ve left her family and siblings for you to decide. She would have several brothers and sisters. I’ve also left her Noble sponsor for you to use as you see best.
It came together quite well, I found it easy to picture Rui and what sort of person she is. As she regularly visits her family and grew up in the poorer districts Rui has a good Knowledge (Local) to go with her growing Knowledge (Nobility). This street knowledge could be of great use to her Noble sponsor. :) ![]()
![]() DBH here with my first draft of Shan Rui. An investment character, as she is a bit weak at low level, a few more levels should having her going much more impressively. She took the Rising star trait from War for the crown for her background. A girl from the streets until overheard singing by a Noble, who is now her patron. She's becoming intoxicated by the amount of delicious intrigue she's finding in the higher social circles. Rui keeps her Oracle side well hidden, letting everyone she just the pretty singer and musician. Shan Rui:
About Shan Rui SHAN RUI. Female Human (Tian-Shu) Bard 1/Oracle (Intrigue) 1 NG Medium humanoid (human) Init +2; Senses Perception +7, Languages Aklo, Common, Draconic, Minkaian, Read Lips, Tien, Tongues. DEFENSE: AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, ) hp 9 (1d8)+1. Fort +1, Ref +4, Will +3, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol OFFENSE Melee rapier +0 (1d6/18-20)
Speed 30 ft. Special Attacks Distraction, Fascinate, Known Bard Spells (CL 1st, concentration +4):
Known Oracle Spells (CL 1st, concentration +4):
STATISTICS: Str 11, Dex 14, Con 12, Int 16, Wis 12, Cha 16 Base Atk +0; CMB +0; CMD 12 Feats Fast Learner, Street Smarts Skills: (10 base. + 1 Fast learner feat. + 2 Background skills)
SQ Armored Casting, Bardic Knowledge, Bardic Performance, Bonus Feat, Cantrips, Countersong, Inspire Courage, Skilled, Possessions rapier; leather; outfit (entertainer's); musical instrument (mandolin/masterwork); string (50 ft.); Wrist Sheath [ Dagger (Cold Iron); ]; Backpack, Common [ Survival Kit (Common); Grooming Kit; Healer's Kit; Mess Kit; Bedroll; Blanket (Winter); Grappling Hook, Common; Mirror (Small/Steel); Perfume/Cologne; Rope (Silk/50 ft.); Stationery; Soap (per lb.); ]; Shortbow SPECIAL ABILITIES Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained. Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time. Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his
Intrigue Mysteries You draw upon the divine mystery of Intrigue to grant your spells and powers. Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Rising Star: All too often, great minds must suffer for their art, but you’re one of the lucky ones. Your skills attracted the attention of a noble patron who pays for your food, housing, and tools. As your patron introduces you to other cultural elites, you’re slowly learning to navigate the treacherous waters of high society, but you still remember the lean times when each meal was a
Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. Tongues ~ Aklo You gain Aklo as a bonus language. Whispered Glimpses (Su) The whispers of intrigue sing to you with glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
Please let my know if you have any problems or suggestions. ![]()
![]() DBH here with my character Linde. She came together quite well. Crunch:
LINDE TANAKA Female Human (Tian) cleric 1. CG medium humanoid (human) Init +2; Senses Perception +3, Aura Aura of Chaos, Aura of Good, Languages Common, Skald, Tien AC 16, touch 12, flat-footed 14. hp 10 (1HD). Fort +3, Ref +2, Will +5 Defensive Abilities Bit of Luck (6/day), Speed 30 ft. (6 squares), Agile Feet (6/day) Ranged light crossbow +2 (1d8/19-20)
Base Atk +0; CMB +0; CMD 12
Prepared Spells Prepared Spell List
Deity Desna; Domains Luck, Travel, Abilities Str 10, Dex 14, Con 12, Int 13, Wis 16, Cha 14 Special Qualities Agile Feet (6/day), Aura, Aura of Chaos, Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting, Feats Fast Learner, Selective Channeling Skills
Possessions outfit (traveler's); armored coat; holy symbol (silver); morningstar (cold iron); Light Crossbow ;
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Aura of Chaos (Ex) You project a faint chaotic aura. Aura of Good (Ex) You project a faint good aura. 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 6 times per day. Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day. Looking for Work (Perform (Dance)) Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Fluff:
Born in the Jade quarter of Kalsgard to Miyumi Tanaka, a Tian mother, and an unknown Ulfen father Linde grew up reasonably happy. The only thing that bothered her is when she asked her mother where her father was she got the reply. “He’s travelling.” As children do Linde decided her missing father may have got lost, so she set off to find him and bring him home. When found and dragged home by her worried mother Linde was confused? She had been having a wonderful time wondering the streets looking for her father. Why was her mother so upset? Miyumi had to keep a close eye on Linde after that, if she wasn’t watching Linde would be off again. Wandering the streets and getting into trouble. Eventually she found the docks and saw the many big ships setting off for distant lands. Her eyes went wide, this was even better for exploring than walking! Linde grew up, soon finding that Desna called to her and becoming a Cleric of the Goddess. Her mother said with resignation that it was just another of her excuses to roam wherever she felt like.going. Linde loves travelling, seldom worrying about where she will end up, or what might happen to her. One thing she learned from her mother was the art of dancing, if she needs coin she seeks employment as a dancer for a while. Once she has a nest egg built up she sets off again, often flipping one of her coins to decide on a destination. Low on coin again Linde has come to the Golden Goblin to look for work, if she had any of her own she might gamble it on the table, but for now it’s honest employment again.
One question, are you using Background skills? Any questions or problems let me know. |