kittenofdoom: (Default)
Jesseline Dashbot
Female  Gnome   Druid (1)
CN   Small    Humanoid

Init 0


Defense
AC  11
HP  9
Fort: 2    Reflex: 0    Will: 2

Offense
Speed   20ft
Melee    +3     Ranged   +1

Special Qualities
Animal Companion: Pony
Defensive Training:   Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 bonus on Perception skill checks.
Low-Light Vision: You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense:   You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
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.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Wild Empathy:  You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Statistics
Strength: 14 (+2)  Dexterity: 11 (0)  Constitution: 11 (0)  Intelligence: 16 (+3)   Wisdom : 10 (0)  Charisma : 10 (0)

Feats
Acrobatic: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill
Armor Proficiency (Light): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks
Armor Proficiency (Medium): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skill

Traits:

Skills
Acrobatics (+2), Jump (-2), Appraise (+3), Climb (+2), Craft Traps (+9), Craft (Untrained) (+3), Fly (+4), Handle Animal (+4), Heal (+4), Knowledge (Engineering) (+4), Knowledge (Nature) (+9), Perception (+2), Stealth (+5), Survival (+6), Swim (+2)

Languages
Common, Draconic, Druidic, Dwarven, Elven, Gnome, Sylvan

Inventory

Special Attacks
Spontaneous Casting: You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower


kittenofdoom: (Default)
Kira
Female Human Ranger 1
CG Medium Humanoid (human)

Init 0



Defense

AC 10
Hp 16
Fort 7 ; REF 3 ; Will 0


Offense

Speed 30 ft.
Melee +2
Sq
Track: You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy: You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.




Statistics
STR 12 DEX 10 CON 20 INT 8 WIS 10 CHA 18

Feats

Animal Affinity: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued
Armor Proficiency (Medium): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Martial Weapon Proficiency: You make attack rolls with all your martial weapons normally (without the non-proficient penalty
Simple Weapon Proficiency: You make attack rolls with simple weapons without penalty.

Traits: Dangerously Curious, Deft Dodger
Skills: Acrobatics (+1), Climb (+5), Perception (+4), Ride (+6), Survival (+4), Follow/Identify Tracks (+5), Swim (+5)
Languages: Common
Inventory Arrows (100), Backpack, Bedroll, Blowgun, Bread (Loaf), Cheese (Hunk), Dagger (1), Blowgun/10 darts, Flint and Steele, Leather, Explorers Outfit, Belt Pouch, Trail Rations (2 day), Shortbow, Torch, Waterskin (Filled), 184gp remaining.



Special Attacks
+2 vs vs Bluff, Knowledge, Perception, sense Motive, and Survival checks vs Animals
+2 vs attack/defense rolls vs Favored Enemy


kittenofdoom: (Default)
Cassiel

Female Elf Rogue 1
CN Medium Humanoid (elf)

Init +4 Senses Low-Light


Defense

AC 14, touch 14, flat-footed 14; +2 vs enchantments
hp 9
Fort 0, Ref 7, Will 2
Immune Sleep


Offense

Speed 30 ft.
Melee Dagger+2, ranged +4
Special qualities
Elven Immunities : Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic:  Elves 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.
Low Light Vision: You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Keen Senses:   Elves receive a +2 bonus on Perception skill checks.
Trapfinding : You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.



Statistics

STR 14 (+2)DEX19(+4) CON 10 INT 18 (+4) WIS14 (+2) CHA 15 (+2)
Base attack +4; CMB +2; CMD 16
Feats Armor Proficiency (Light); Simple Weapon Proficiency; Weapon finesse
Traits Charming, Deft Dodger
Skills: Acrobatics (+8); Bluff (+6); Disguise (+6); Escape Artist (+8); Perception (+8), Trapfinding (+9), Sleight of Hand (+8); Stealth (+8)
Languages Elven, Common
Inventory Dagger, Leather, Explorers Outfit, Potion of Cure Light Wounds (1), Sickle, 44gp remaining



Special Abilities
Sneak Attack (ex) +1d6 :   If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.


blondandperfect: (Jessica)
 



"Hold on to your asses, ass-holders."

 

Read more... )
merisiel: (Also Merisiel)

Merisiel Sillvari

"If I've got a big problem, I cut it into smaller pieces and most of the time that solves it!"

Sometimes immortality makes survival that much harder. )
blondandperfect: (Feiya01)


Feiya

A lithe young woman with stark white hair stares provocatively at you, silently daring you to advance and either provoke or caress her. Her fingernails are overlong and sharpened, and she carries a wooden staff with strange trinkets tied to it. Close by, a red fox watches you warily, ready to defend the woman if necessary.

Read more... )
kittenofdoom: (WTF Am I doing)
Using this post for game mechanics and anyone who has questions can post them here, for responses.

Combat
I'll be adding some new features to the combat, for fun. The new feature being, Da da da dum~! The Critical Hit table referenced here which is just one of several charts that I researched an added to my pool of fun and evil.

  • In actual combat I'll reference the beasties that are being fought and track their hit points and any 'status effects' in the posts.
  • Be aware there -will- be potential for characters 'death', although I'll treat it as it goes in most RPGs and it'd be a 'knock out' rather than 'dead' since I don't wanna kill people's characters. However there will be a heavy penalty for any death after the first one. Financially the cost to 'resurrect' and heal a dead character will go higher after multiple deaths. Plus if your character died, you don't get the delicious XP.
  • In the case of a Total Party Kill, not only will you lose all your money, but a squirrel will follow you for three days throwing walnuts and mocking you. I'm serious.

    Skills and How to use them
    Characters -can- take skills not based on their class. If they are untrained, there is no modifier. If they take a non-class skill, they only use the ability/skill rank/racial modifier.

    Referenced: Here

    For example: You have an alchemist with a +3 modifier in a skill and you want to use that skill to craft a potion. The +3 mod means you add an additional three to your roll to increase the chance of success; so if the challege rating is 10, and your roll is 7, the additional 3 makes a success.

    If you're an alchemist that wants to say, do something that isn't a class skill or have any ranks in it then no modifier for you. So if you roll a 7, and the challenge rating is 10, then you don't succeed in whatever you're trying to do.

    Increasing Skill Mods
    If you have a 3 in Acrobatics, you can increase that by adding ranks as long as it's below the hit die

    Class Ranks
    If a character has a INT of 12 with a mod of +1, 4 Ranks in Craft: Weapons, he gets an additional +3 because it's a class skill. So, when rolling for something regarding the class skill, it will be with a +4 modifier.

    Further, if a character has a +1 modifier and 3 skill ranks per level (Fighter class) plus the additional +3 for all class skills ranks are in. These ranks are not stackable - meaning if you have two classes with a bonus 2 in one and a bonus 4 in another, you can't total them into 6.
  • kittenofdoom: (GM)
    Having a little trouble finding a hook for your character? Here is a post that will list a few things on each race; how the society as a whole views them, as well as the general opinion of their own races. This will be updated per the actions of the characters and how opinion of them changes - or doesn't.

    Half Orcs : Are the least favored of races, and the most unfairly treated. They get charged the highest prices or outright refused service, or given low qualify things when they are given service, and any time there's trouble or if they're in town, they are immediately being watched by the guards, as they are the first to be approached when trouble is afoot.
    But not only do other races dislike half orcs, for fair and unfair reasons (after all, some half orcs and orcs DO kind of ask for it when they can't control their temper, or are of a more skewed morality; but even full blooded orcs don't like half orcs. They'll be civil certainly, with an undercurrent of condescending attitude towards their 'lesser' kin.

    Elves : Similar to their lesser half elf brethren, elves in the society tend to be very, very attractive. Most, easily find themselves in aristocratic positions when they are found in the city. Still others focus entirely on the spiritual and magical aspect of life. Few venture outside of their established homes, and with their long lives, they tend to deliberate on situations for a long time. Patience is their greatest virtue (and most frustrating virtue at the same time). Those who do venture outside of their cities and forests are often spiritualistic and calm, rarely rising to anger, and tend to only do so in search of gathering knowledge.

    Dwarves : Enthusiastic partiers and skilled artisans, it is often dwarves that are approached whenever metals are involved, be it smithing or inquiring about the type of metals or where to find metals. Due to their long lives, they tend to be very set in their ways, and as they get older they occasionally become crotchety and antisocial. In their youth they are more reckless and social. Freespirited dwarves almost don't exist, as they tend to have their lives, and the lives of their offspring planned out for them well in advance.

    Halflings : Oh Halflings. The oppressed of the oppressed, because of their diminutive stature, they just don't get the respect they should from other races. Rather, they get talked down to, or called adorable - because face it. They /are/ terribly cute, and it's no one's fault but the one that created them; who may or may not be the Lady of Pain. If she is indeed a goddess. But they are a very cheerful races (if not slightly bitter for want of respect), and are more than happy to use their looks to take advantage of those who don't regard them seriously. "Dohohoho, a halfling adventure, dat's so cuuuuute." is a common phrase tossed about, particularly by larger races.
    Also, they tend to get stepped on a lot.

    Gnomes : As mischeivous as the fey themselves, gnomes have an irritating tendency to get into everything. And I mean -everything-. Their life is their passion, and when something catches their interest they fixate on it almost obsessively. Above all else, they love laughter, pulling pranks and having fun. It's good the first little while, but hang around with a gnome long enough and it isn't a big surprise why some people may start looking into Gnome Punting as a game. Guards in particular are wary when a gnome comes into town, because they tend to also be behind any number of mischievous troubles; from missing prison keys to throwing all the shoes in the fountain, and worse.

    Half Elves : Half elves aren't nearly so mistreated as half orcs, primarily due to the attractiveness they have, with a mix of the human beauty and the ethereal features of the elves. However, they also tend to find it difficult to fit in among either of the races, and so often take to wandering, the nature of an adventurer well suited for them. It is a lonely life, as no matter how welcoming the elves may be to their 'lesser' kin, they still treat them as inferior to a full elf. Due to their spiritual nature and their affinity to nature, they also tend to call themselves guardians of the land, and live amongst it, some even going so far as to isolate themselves from other people, and taking a hostile attitude towards strangers; particularly humans.

    Humans : Humans are awesome. :D (... i'm sorry)
    kittenofdoom: (Default)
    Non Statted Characters Can Not Be Killed

    The Lady of Pain ((Version Mai)) : Little is known about this woman as actual facts. Most of what is known are rumors, however. The Lady of Pain is a hideous, heartless crone who wears the skin of children. She is a sadomasochistic witch who is responsible for all of the suffering in the world. She is a Goddess who can grant any wish you ask of her, if you can find her.
    Though no one has actually seen her, it is unanimously agreed that she is someone you don't want to anger.
    kittenofdoom: (Default)


    Future Horsebot City "Their Jello is Awesome"
    Their jello is awesome. Nuff said.