F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
I tried warning the others that ruby was cursed. I knew after seeing the carvings that that ruby was the Heart of Ler Gonarth. But alas my comrades did not heed my warnings and removed the gem. I suggest we hand over the gem. We do not know how to handle it ourselves nor would I be comfortable pawning off a cursed ruby to the unsuspecting. having the owe us a favor could prove to be a boon later in the future. diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha sings to inspires courage in her comrades. If there's somethin' strange in your neighborhood
If it's somethin' weird an' it don't look good
I ain't afraid o' no ghost
If you're seein' things runnin' through your head
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Initiative: 1d20 + 5 ⇒ (16) + 5 = 21 Niusha will try to stay between 25-30 ft of the wolves and mov to her left a little to gt a clearer shot Niusha prioritis any injured wolf that she can get a clear shot at. Arcane Strike Shortbow: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha ha accepts the drink
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha orders mead and will applaud the minstrel. Nothing like a drink after a hard day. Now whr are the strapping lads and buxom lasses? After a few rounds Niusha will break into song praising her favorite drink.
You weak livered milk drinkers
Drinking mead,
You can keep your filthy Absinthe
MORE MEAD! Chug a mug of mead
After the long hard days
But we won't spend our evenings
That Applejack
But here we like it plain
Drinking mead,
You can keep your filthy Absinthe
MORE MEAD! Chug a mug of mead
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
initiative: 1d20 + 5 ⇒ (5) + 5 = 10 Niusha draws her a bow and and takes a shot at the leader if there is a clear shot. Firing into melee is fine just not that + cover or concealment Shortbow: 1d20 + 4 + 1 - 4 ⇒ (19) + 4 + 1 - 4 = 20
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
With a yawn Niusha wakes up.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21 After grabing some porridge, Niusha is slightly disturbed by Rhanvien's furious prayer but is unable to understand a word he has spoken.
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha continues to sing while nocking an arrow and taking aim at the wounded shambler. Shortbow: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4Damage: 1d6 + 3 ⇒ (2) + 3 = 5 Her arrow whizzes well over the shambler but luckily she avoids hitting either of her comrades.
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha awakens with a startle. Init: 1d20 + 5 ⇒ (4) + 5 = 9
Niusha begins to sing, Tiny Bubbles in my beer, makes me happy and full of cheer Inspire courage +1
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Survival: 1d20 + 1 ⇒ (10) + 1 = 11. An average height, slender attractive woman walks over to camp with some measure of grace, carrying dried laves and bark. Lets get this fire started Frinds, before night falls up us
Here is the Niusha, the spoony bard. Crunch:
N Medium Aratheel,
Bard (Arcane Duelist) Init +5, low light, perception +7 ---------------------
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SpellsA bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. 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 the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s 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 Distraction is already under the effect of a non-instantaneous 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 the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on 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): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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 performance. Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. Racial Traits
Elven Immunities: Aratheel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Aratheel 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. Keen Senses: Aratheel receive a +2 racial bonus on Perception skill checks. Weapon Familiarity: Aratheel are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “Aratheel” in its name as a martial weapon. -------------------
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks. ------------------
Spells known
Cure Light Wounds, Sleep
Background: Niusha never knew hr birth parents and was raised by humans. Her parents unable to have children of there own was wanted the best for their daughter off and were able to afford to have multiple instructors provide daily lessons life. She received training, with the sword, bow, the arts, history, the arts, and how to act like a lady. Niusha enjoyed archery lessons, but loathed the though of being a "proper Lady". Tried as hard as they could they never fully tame the tomboy in her but were successful in imparting some grace in her through music.
After her adopted parents and everyone else she knew passed away, Niusha was depressed and felt she was destined to eventually lose everyone she cared for. Niusha began wandering the countryside sought the comforts of hard drinks and soft company. Her wanderlust take at has brought her to Kelderhaag where she has offered her bow to Lambrecht to protect the caravan.
Need to work on crunch but her the idea for my third character. Technologist
Caitlyn grew up in poverty and had to steal to survive. She joined a local gang at an early age. The gang focused on salvaging technology. Caitlyn enjoyed the heists and the opportunity to tinker with what they looted. She would be even more overjoyed if their was a good brawl mixed in.
On one heist at a mining facility, The mine began to collapse andshe had to decide whether to exit to safety with their ill gotten equipment or save the trapper miners. Caitlyn fought off the rest of her gang and rigged a pneumatically powered contraption to break throught the rubble and rescued the miners. After wards Caitlyn decided she would solely target other criminals for future heists. The RHC has offered Caitlyn the chance to repay her debt to society. Caitlyn gladly agreed especially since she now gets the oppurtunity to fight criminals with permission from the law.
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha tries to reassure the rest of the group Don't worry abut the mayor. We will make it through this. We will show him and find the lost adventurers. Niusha though is a little worried they have not heard anything about their fourth companion.
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha tries to get a read on the mayor but has some slight difficulty from being slightly inebriated.
I have considered this village my home for quite some time. I know a few of you can find me annoying and obnoxious, but I promise to help in anyway I can to bring back our lost friends.
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
elven:
Yes I will join you in a drink. But I think you should slow down. We are going to need you sharp for the morrow. Niusha looks around for Brenna. Aww poopy. Where did that little gnome go. I hope she did not get lost.
F Elvaan Freelancer 2 HP 23/23 MP 3/3 AC 16 Touch 10 FF 16 Fort +2 Ref+3 Will +2 Init +0, Perception +8
Niusha enters the old boar inn hearing Iscarel finishing Nine Stars Around a Silver Moon. After seeing the mayor enter and pulling a seat next to Iscarel, She could only have something to do with the missing heroes.
Statblock:
NG Medium Humanoid, (Half-Elf) Spellthief 1 Init +3, , low light vision, Spot 3, Listen 3 [b]---------------------
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Sneak Attack:A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. Steal Spell: A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.
Trapfinding: A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps Racial Traits
Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. +1 racial bonus on Listen, Search, and Spot checks: A half-elf does not have the elf's ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.
Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. (See the Monster Manual for more information about elves, and the Dungeon Master's Guide for more on magic items.) -------------------
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backstory: Niusha is clever/cunning girl. While she has good intentions overall, she can be quite mischievous at times. Niusha never really knew either of her parents. She was raised by a variety of human parents. Her parents did not like her pranks and antics. To Niusha, these pranks and antics were meant to break up the monotony of life but her parents did not seem to share this view. Even though Niusha bounced between homes as child, it did not seem to hurt her positive attitude towards life. Niusha currently works a s a mercenary of sorts. Her talents are often useful for acquiring information or items of value. Clients also hire to spread rumors and information, truthful or not.
This is mcridill's tiefling free hand fighter crunch is in previous post and profile. Backstory: Niusha always had a fire burning in heart and was restleess often getting into trouble. Niusha, while physically attractive, has an off putting personality. She see herself superior than other lesser people. Her parents tried to teach her grace and elegance through dancing. Her dances are fluid and graceful enough but they seem to lack a certain charm and seem like she is only doing for herself. Her Parents were further dismayed when Niusha mixed her dancing with martial prowess causing her to get into even more fights. Tired of her family trying to control her she left and used what she learned to started adventuring. finally finding a way to make use of all restless energy inside her. |
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