Nephilim

Sanket's page

23 posts. Alias of Merck.


Full Name

Sanket of the Curved Blade

Race

Vudrani Human

Classes/Levels

Monk, master of many styles lvl 1

Gender

male

Size

medium

Age

22

Alignment

LG

Deity

Sarenrae

Location

Katapesh

Languages

Common, Vudrani

Occupation

warrior

Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 8
Charisma 15

About Sanket

Aliases Archives:

Notes Blaster Sorcerer:

traits:
wayang spellhunter fireball
Magical Knack

feats
Spell focus svocation
spell specialization prerec int13
Intensifyed spell
greater spell focus
spell penetration
greater spell penetration
power arttack
arcane strike

Half Orc Kid:

APPEARANCE
Romund is a tall young half orc who is just coming out of puberty. His physique is shaped by laboring in the woods but the kid is at that age where his body is all arms and legs making his movements awkward. He has a bluish grey skin tone, very promounced orc features, a couple of pimples on his face and the start of a thin beard. All his cloths are worm out with patched holes and multiple multicolored mendings. On his back is strapped a big logger's axe.

BACKSTORY
Romund grew up alone in Kassen. Being the soon of one of Belkzen's raids he was left to fend for himself since very early. His mother was a poor farm hand with no family left after the orc attack. She "disappeared" one day when Romund was little more than a toddler. It was explained to him how she was attacked by a beast in the woods and died from her wounds. But what people said when they though the half orc child was not around was that she ran away. He become very good in "not being around".

Nobody wanted a half human kid anyway and Romund was entrusted to the care of the Temple of Erastil but he always escaped the place when he had a chance. Growing up on the streets he would steal food when he could. The guard gave him a blind eye and Captain Wisslo help him with a meal now and then, sometimes he would talk to the kid even if he never got an answer back. He was one of the very few people who did so.

Romund would spend most of his time in the woods. There he meet his only friend, Grimscar, one of the few half orcs in the village. He was not a gentle man and did not care about the world of humans. But he looked after Romund and gave him a home and an honest job as a lumberjack. The orphan does not hold it againt his mother for running away, he wants nothing more than escape Kassen himself.

Rutilus:

Rutilos is the 4th son of a rich korvosian merchant family that takes great pride in tracing it's origins back to Cheliax. In spite the fact that he never quite agreed with the practices promoted by modern Cheliax and endorsed by his parents he wanted nothing else then to please his family and prove himself worthy of his name.

The day he got accepted to the Acadamae, the most prestigious arcane school of Korvosa, was one of the happiest of his life. Unfortunately for him that would also mark the beginning of a painful awakening. The school was rash, even ruthless with his students. He thought his family prejudices wore bad but the ones advertised by school made his folks look like saints.

One day, everything fell apart. A conjuration/summoning school exam went bad and Rutilos ended as the sole survivor of his team. The teachers didn't seem to mind that and quickly reassigned him to a new class. But it mattered to him.

He ran away from school during a holiday recess and signed in with a foreigner merchant caravan, bent on learning enough martial skills to survive and make his own choices in life. He knows there is no coming back, nobody flunk the Acadamae, the school makes sure the bodies are never found.

The first year on the road was the hardest. Jobs were difficult to come by to the former rich kid who did not had any pratical skills. There were times the runaway didnt have enough money even to buy food. Then he met the professor and traveled with him for a while as his employee. The old man helped him to sort out his new life and learn how to make a living. Rutilus never forgot his kindness.

Notes on Oradin build::

Change race to half elf for double favored class and bônus to LoH –pally / +lvl for revelations LL and Channel – oracle. Dump wis to 8 and chat o 15.

Pally – Warrior of the holy light?

Oracle – Dual cursed (lame improves, legalist)

FEATS
3rd-Combat Reflexes, 5rd-P. Atk, 7th- Extra Revelation – Misfortune, 9th- Quick Channel, 11th- seletive channel

Toughness
Extra LoH
Turn Undead?
Extra Channel?

TRAITS
Exalted of the society (+1 channel per day)
+1 will?
Use magical device?

EQUIP
Belt of CON
Ring of Regeneration
Phylactery of Positive Energy
Wayfinder (+1 LoH or +1 channel)
Bracelete of Mercy
Silver Smite bracelete
Bracer of the Mercifull Knight

Tiefling:

Demon-Spawn Tiefling
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 16 (18)
Male
Medium Size
Crossblooded Sorcerer, Abysal/Draconic

TIEFLING RACIL TRAITS

Ability Adjustments: Demon-Spawn (see feats)
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Infernal Bastards Tieflings can use Detect Magic at will as a spell-like ability.
Resistance(s): +2 bonus on all saving throws made against cold, electricity, and fire effects.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Infernal Bastard (don't count as a trait):You are a tiefling. You might be anescaped slave, a hidden shame, or a homeless vagabond,
but whatever your upbringing, life has been particularly
hard on you. You have suffered greatly, nearly starving to
death one winter, nearly being beaten to death by racist
sailors one summer, and so on.

Whether or not these experiences have made you a bitter and cynical scoundrel or a pious and hopeful optimist is up to you, but one thing is certain, you are something less than even your tiefling kin. Perhaps it is a result of your hard life, or perhaps it is due to some fault in your fiendish heritage, but you lack
a tiefling’s standard resistances to cold, electricity, and
fire—instead, you merely have a +2 bonus on all saving
throws made against these effects. Likewise, you do not
have the ability to use darkness as a spell-like ability once
per day—instead, you may choose any one 0-level spell
that you can instead use at will as a spell-like ability.

Fiendish Heritage Feat: Replace tiefling´s racial ability modifiers for the Demon-Spawn´s one from the Table Variant Tiefling Heritages: +2 Str, +2 Cha, -2 Int

APPEARANCE

Dollok is a dark haired and tall young man, his tanned skin is covered with old scars from previous fights. In spite the goat horns on his forehead and his red cat-like irises on black pupils he has a handsome face with an insolent crocked smile that insist on appearing in the worst possible moments. His limbs are long giving him an outworldy skinny appearance and his fingers end in black claw-like fingernails.
He dress in simple cloths with an animal fur waistcoat above his battered silk armor and rugged leather boots. Whenever he can Dollok keeps a red rose, the symbol of Milani, stuck in his lapel.

BACKSTORY

When the skies turned red and the ground shook, old Sarkoris wore no more. The cities fell and the tribes died, but not all of them, the Kellids afterall are a rugged people . These lucky (or not) survivors held to life in small hamlets too insignificant to be noticed, too small to be worth a rescue.

As the years turned into decades life went on for these settlers as they clung to a shadow of their former homeland. Getting used to a life of violence and abuse made them almost as harsh as the landscape itself. Dollok was one of the fruits of such abuse, while his family never talked about it anyone could see, even him, when he looked at his own reflection. The goat horns on his forehead and red cat-like irises on black pupils were a great give away.

The development of magical abilities during adolescence didn't help either, the Kellid view magic with much distrust. Shunned by his own tribe, the only people to show interest in him were the same ones he wanted to avoid the most, the wicked and the demon worshipers.

Always bullied by the older, forever the scapegoat for any occasion, he grew up a loner. Impulsive and quick to lose his temper, his demon blood gave him the anger he use to survive. Hit first, ask questions later became his life's moto. He regarded his own people as weak, clung to lost dreams, eternally the victims or ready to sold their souls to their own tormentors.

As soon as he was old enough to run away he left home to Gundrun where he worked for anyone who would hire him doing mostly menial labor. During his stay there he acquired his most prized possession, an armor so light it didn't interfered with gestures or encumbered the wearer. Looted from the corpse of a fallen crusade its delicate needlework earned him his fair share of jokes and subsequent fights. One day he heard of a kingdom where tieflings were a common sight and nobody payed them much attention. He gathered all the resources available to him and left for Cheliax.

The journey was long and he spend months in the wilderness alone diving deep into the magic that run in his blood. He meet distrust on the way but also hospitality. He worked his way to the south as a caravan guard, farm hand or just as a simple wanderer. In the gorgeous forests of Nirmathas, a place he believed to be as Sarkoris should have been have the world not burned, he came to a strong personal acknowledgment, a turning point in his personality. The world was a beautiful place, even with all the demons who wanted to end it.

He left home a kid but arrived in Cheliax a more mature person, there he discovered another kind of oppression. Ergorian taught him that his own race could have prejudices as strong as his people. In a land full of devil-spawned tieflings it would do him no good to reveal his demon blood. But there was hope for those who would not give up, the church of Milani would care for the ones with the courage to rebel.

After the temple he frequented got crushed by the Hellknights he decided to move further away. He went to Absalon and eventually joined the Pathfinders.

Alternate story for JR
He went to Varisia, a frontier land much like his own and a former colony of Cheliax, where tieflings are a common enough sight. There he worked as a caravan guard avoiding Korvosa when he could, too much like the Cheliax's capital for his taste.

One day he came close to death after an ambush by goblins on the road to Magnimar. He was saved by Ameiko Kaijitsu who happened to be on the same road. Been gravely injured Dollok would only wake up at Ameiko's tavern in Sandpoint. The bardess took care of him while he recovered and he spend a time in the town working at the Rusty Dragon and doing small jobs. When the tiefling was finally fit for the road again Ameiko help him get a job at Sandru's caravan.

More than a year have passed since this last events and Dollok have seem almost all Varisia working for multiple merchants. He still feels a strong affection for Ameiko and make a point of passing through Sandpoint frequently to visit her.

Blackguard:

By the Devil's trident, what a sad bunch of misfits. I guess I will have to make due, if I want out...

Yo, people! Save those daggers for the guards. They are going to be here pretty soon and its not soup they bring.

Wait for the first few to die and steal a sword. You are not gona have a better chance out of this $&!@hole Jack, no your not.
...
Better die with a blade in hand.
Smiling.
Maybe you can even kill an old comrade or two.

In the cell's cramped space the newcomers hardly had room to stand. An argument broke out and suddenly there were daggers cutting through the air.
By the Dark Lord's trident, what a sad bunch of misfits. I guess I will have to make due, if I want out...
Yo, people! Save those shivs for the guards. They are going to be here pretty soon and its not soup they bring.
Wait for the first few to die and steal a sword. You are not gonna have a better chance out of this $&!@hole Jack, no you're not.
...
Better die with a blade in hand.
Smiling.
Maybe you can even kill an old comrade or two.

Jack Grieves is a survivor and his ambition knows no limits. A loud and intimidating large man, he can be brutal or charming in a scoundrel-like way depending on what suits better his interests. He is tall, broad and heavy builded possessing a full crown of jet black hair. In spite of his unkept look he has a savage magnetism. Underneath the harsh appearance his disarming smile can make him very likeable when he wants to.

Born of unknown parents Jack was raised in one of Erastil's orphanages where he learned early that his fists could solve most problems that flattery couldn't take care of. The priests also incurred into him a strong despise for Old Deadeye and most other phony deities. In his heart Grieves only believes in himself. He sees in the gods the same stinginess, selfishness and vanity he observes in his fellow man, except humanity can only compare itself to the gods as ants to men.

So he have come to respect the dark powers and willingly serve them to advance his personal influence. He bargained with them for might and became a fearsome warrior indeed. After being raised by the Crown and with all his martial prowess it was easy for him to join the city watch. There he helped himself to all the gold he could grab doubling as a city watch's guard and a lieutenant of the thief's guild. Unfortunately for Grieves he got caught smuggling weapons to the northern bugbears in one of the guild's operations. He was arrested under High Treason accusations and is currently awaiting execution in Branderscar Prison.

Alchemist:

Background

Nobleborn, the curse of Eudonius's life was to be the bastard child of his mother's affair with one of her half-orc bodyguards. All his childhood he felt the weight of the great shame his mere existence brought his family. Books were his only friends and he spend most of his waking hours studying. That of course when he wasn't involved in some fight. Since his peers had discovered he was easily taunted at the mention of his "soiled" blood, Eudonius had very little peace.

Upon reaching maturity his family was not sorry to see him go. He devoted himself completely to science, obsessed with finding a way to remove the taint from his being. But forefront research is very expensive. When his money was almost over he got an offer from the Lord of Redwall. In exchange for servicing and updating his dungeons and interrogation chambers the lord would finance his research for a full year.

It was almost too good to be true and, in fact, it was not. After finishing his end of the deal Lord Gurat tossed him out only with the few possessions he could carry. Shunt by his former employer and despised by the general population Lynch finds himself without friends and on a very precarious position. He is just counting time until Redwall finally have him executed or a peasant mob hang him from a tree. He is at the Sleeping Leopard Inn working as a monster hunter, desperately trying to gather enough gold to leave this hell hole of a town.
His inside knowledge of Lord Redwall s household could make him an interesting party asset.

Personality

Aloof, absent-minded with the mundane and sometimes self important Dr. Lynch is very proud of his noble blood, and very self conscious of his orc half. He has a profound admiration for the accomplishments of the intellect and is a avid scholar of all the great sciences. But during his research he has learned the ways of the back alleys, stealing fresh corpses and performing other activities better left unsaid.

Slow to anger, he becomes very hot tempered when his blood finally boils, a flaw of his tainted blood, or so the good doctor believes. He is not so much interested in the concepts of good or evil as he is in the great prizes that await for those bold enough to unravel the mysteries of the soul and the flesh.

There is a comic twist to Dr. Lynch's personality. The more h

DOLLOK SORCERE LVL:

Human, Shoanti
STR 14, DEX 14, CON 14, INT 13, WIS 10, CHA 17
Male
Medium Size
Crossblooded Sorcerer (Orc/Draconic) lvl 1,

COMBAT STATS
BaB +0
Init +1; Senses Perception 4, darkvision (60 ft.)
CMB +2 (+0BaB +2strength)
CMD 12 (+0BaB +2strength +2dexterity +10)
Favored class Sorcerer (+1 HP at lvl 1)

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
HP 9 (1d6+2)(+1 Favored Class)
Fort +2
Ref +1
Will +0

OFFENSE
Speed 30 ft, 30 ft Armored
Melee 2x Claws +2 (1d4+2/x2)
Melee Spear +2 (1d8+3/x3)
Melee Dagger +2 (1d4+2/19-20x2)
Ranged Light crossbow +1 (1d8/19-20x2)(range 80ft)
Ranged Spear +1 (1d8 + 4/x3)(range 20ft)
Ranged Dagger +1 (1d4/19-20x2)(range 10ft)
Space 5 ft; Reach 5 ft

TRAITS

World Traveler: +1 on diplomacy checks and diplomacy is always a class skill for you. - Race Trait

Magical Lineage (Burning hands). -Magic Trait

FEATS

Combat Casting
Arcane Strike

SKILLS

Diplomacy 8 (1Rank)
Bluff 7 (1Rank)
Fly
Knowledge Arcane 5 (1Rank)
Knowledge Planes
Spellcraft
Survival
Perception 4 (1Rank)

CLASS FEATURES

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

CROSSBLOODED ARCHETYPE

A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).

Class Skills
A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells
A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Bonus Feat
A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana
A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers
At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

BLOODLINES

Bloodlines Arcana:

Draconic Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Orc: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodlines Powers:

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

SPELLS

Know

Cantrips:
Detect Magic
Read Magic
Dancing Lights

1st LVL:
Shield

Spells per Day
1st lvl: 4

EQUIPMENT
Silken Cerimonial Armor (+1/ - / - ), 45gp, 4 lbs
Armored Kilt (+1/+6/-), 20gp, 10lbs
Spear ( P), 1D8 dmg, crit x3, 2gp, 6 lbs, range 20ft
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Earth breaker (B), 2d6, crit x3, 40gp, 14 lbs
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
3x Trail Rations, 0.15gp, 3 lbs

Money spent:$131.21
Money left:$79sp
Total equipment weight: 64,05 lbs
Equipment carried on his body: 31 lbs
Equipment carried on backpack: 33.05 lbs

APPEARANCE

Seven feet tall with bluish green skin and blond, Dollok is a strange sight. His face constantly have a fleeting look of someone lost in some internal conflict. A half orc in appearance, his right arm is completely covered with a serpentine tribal tattoo. He is handsome in spite of his bestial features and have an insolent toothy smile that insist on appearing in the worst possible moments. His long limbs give him an out worldly appearance and his fingers end in black claw-like fingernails. He dress in simple cloths with an animal fur waistcoat above his battered silk armor and rugged leather boots. In his back he carries a huge engraved Earth Breaker, the battle hammer of the Shoanti tribes. But he doesn't seem to know how to use it.

BACKSTORY
Life is not easy for the barbarian tribes of Varisia. Between the attrition with the southern Chelaxian colonists and the open warfare with the orc tribes of Belkzen Hold, conflict is the only constant in their lifes. The Spire Clan (Shundar Quah) always took great pride in been accomplished negotiators, revere the past and keep their ancient traditions. Their legends state that the blood of the old wyrns runs in the tribe and one day they shall reconquer the might of old Thassilonian.

Son of Shantall, the clan's sorceress an Mirduk, a great warrior, Dollok was destined for great things. Upon reaching his majority he already showed signs of arcane talent. In the following weeks of his rite of passage into adulthood he worked with fervor under the guidance of his mother to bring forth the gift.

And when it finally came his live was ruined forever. On the night he cast his first spell his body when through a massive transformation. His limbs and his fingers grew, nails becoming dark and claw-like, his hair turned dark blond as his mother but his skin acquire a bluish green tint. His countenance become bestial with a heavy brow, pointed ears and large tusks. Human only in name now he had become a half orc in appearance.

On the year Dollok was born his Clan was in a particular brutal skirmish with the Belkzen's orcs. His mother had a particular unfortunate experience with one of their warriors but when Dollok was born human they all believe everything was well. It would never be so again for him now.

A devastated and sorrowful Mirduk brought Dollok to the wilderness to be executed according to the tribe's traditions while the half orc child trashed and begged for his life. On the very last moment the warrior could not do it. He let his great hammer fall to the ground and turned his back to the orc, so it would not see him cry.

"Go away...never...come back." were the last worlds the new sorcerer heard from his father. Humiliated and brokenhearted Dollok walked for weeks, he could feel his tainted blood thirsting for revenge, death and destruction. The shame, of his origins and of how easily he betrayed his honor and pride begging his father for his life, weighing heavily on his soul. Finally he went south and joined the "civilized" realms of Varisia.

He have been working as hired muscle and caravan guard ever since.
Desperately trying to prove his worth, he is determined not to let his filthy blood get the better over his humanity.