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Dice Kazragun - Characters

K
Created at
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Incomplete

First try to get things to work...

Silanon

Four Thousand Club
Supporter
Roleplay Availability
Roleplay Type(s)
Please notice the following rules for charcter creation: We'll follow the Pathfinder rules, with the following regulations:


- Start at lvl.1


- average starting wealth for the respective class


- 20pts. point-buy for attributes


- one trait or two traits+drawback


- please ask me first if you're interested to use a non-core class
- in the case of non-core classes: max. 10 rp to keep this a rather even playing field.


- no third-party content/homebrewed things


- medium experience track




Anything missing? Let me know, and I'll add it to the list.
 
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  • Wren
    Race: Human
    Age: 18
    Deity: Desna
    Alignment: Chaotic Good

    Str: 12 +1
    Dex: 20 +5 (24 +7 from Belt of Incredible Dexterity)
    Con: 14 +2
    Int: 10
    Wis: 14 +2
    Cha: 8

    Level: 5
    Xp: 15,000 - Next Level at 23,000
    Class: Rogue
    Hit Points: 42

    Armor Class: 22 +1 vs Trap Attacks, +1 when fighting with two weapons
    Fort Save: +3
    Reflex Save: +9 +1 vs Traps (+11)
    Will Save: +3
    Perception: +14 (+16 to Locate Traps)
    CMD 20

    Base Attack Bonus: 3
    Melee Strike: +4 (+10 with lightweight weapons)
    Ranged Strike: +10
    Initiative: +8
    CMB +4

    Traits and Feats
    Rich Parents - Starting money is 900 gp
    Tactician - +1 to Initiative
    Two Weapon Fighting: Reduces the penalties of using two weapons to -2/-2 with light weapons - level 1
    Weapon Finesse: Use Dex to target lightweight melee weapons instead of Str - level 1
    Dodge: +1 to AC - level 3
    Weapon Training: Grants the Weapon Focus Feat, adding +1 to Strike with Short Swords - Rogue Talent gained at level 4
    Two Weapon Defense - +1 AC bonus when fighting with two weapons - level 5


    Feat Wish List
    Improved Two Weapon Fighting: At BAB +6 - Add a second attack with the Off Hand weapon at -5 - 8th level
    Greater Two Weapon Fighting - BAB +11 - Add a third attack wit the Off Hand weapon at -10 - 15th level
    Combat Expertise - Trades BAB for AC
    Fleet - +5 foot movement
    Improved Critical: at BAB +8 - Doubles Critical threat range of one kind of weapon - Available at 11th level
    Skill Focus - +3 to a Skill; +6 at 10 Ranks
    Wind Stance - BAB +6 - Move 5 feet in a turn and get 20% concealment vs ranged attacks for 1 round - 9th level


 
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Veskassdak of the Litayrkek Tribe

Veskassdak Baseline
Veskassdak Rage
Veskassdak Enlarged
Veskassdak Enlarged Rage


History: Veskassdak has come of age and must prove himself worthy of receiving a position of authority in his tribe. The shaman Daraness has said that the omens showed her that he was to leave the tribe and travel with mammals to achieve true power so he could defend the tribe from future mammalian incursions into the swamp. He was to learn as much as he could about the mammalian way of thinking so he could better prepare the tribe and lead them to victory over those who would come to destroy their way of life. To this end, he has left his family and home swamp and traveled to Kazragun.


The smell of this green mammal community turns his stomach, but if he is to prove himself, he must go forth and become what he needs to be to protect his tribe. No matter the cost.

Finally found an image that works for Veskassdak in rage form.
Veskassdak.jpg

And here is Veskassdak not in rage form.Veskassdak Normal.jpg

I just wish the artists kept the fingers at the normal 4 fingers with opposable thumb hands, but hey you can't control artists.

And just to make sure everyone sees these: Silanon Silanon Sherwood Sherwood Psychie Psychie Clockwork Syringe Clockwork Syringe @Ritzy
 
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Race: Human


Deity: Sarenrae


Sex: Male


Age: 21
lvl 5
xp: 15,000. lvl up at 23,000


Alignment: Chaotic Good


Hit Points: 37


Perception: +9


Initiative: +5

Spell save dc:
Lvl 1: 18(19 for evocation)
Lvl 2: 19(20 for evocation)


Strength: 8 -1
Dexterity: 12 +1
Constitution: 14 +2
Intelligence: 14 +2
Wisdom: 12 +1
Charisma: 18 +4


Weapons:
None


Feats, Traits, and Drawback
Toughness
Improved Initiative
Spell Focus: Evocation
Eldritch Heritage(Arcane bond(familiar))

Traits:
Magical Lineage


Languages:
Common, Draconic, Dwarven, Elven, Celestial


Class Skills:
Acrobatics
*Appraise 6 (mod: 1) +(Ranks: 2)+(Class Bonus: 3)
*Bluff. 8 (Mod: 4)+(Ranks: 1)+(Class bonus: 3)
Climb
*Craft
Diplomacy 9 (Mod: 4)+(Ranks: 5)
Disable Device
Disguise
Escape Artist
*Fly
Handle Animal
Heal
*Intimidate
*Knowledge Arcana 10 (Mod: 2)+(Ranks: 5)+(Class bonus: 3)
*Perception 9 (Mod: 1)+(Ranks: 5)+(Class bonus: 3)
Linguistics
Profession
Sense Motive
*Spellcraft 10 (Mod: 2)+(Ranks: 5)+(Class bonus: 3)
Stealth: 3 (Mod: 1)+(Ranks(2)
Survival
Swim
*Use Magic Device



Class Traits(Gold Dragon Blood)


Bloodline Arcana: 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.


Claws (Su): Starting 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. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). 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. At level 5, these are considered magic for the purposes of overcoming DR
Dragon Resistances: At 3rd level, you gain resist 5 against your energy type(FIRE) and a +1 natural armor bonus.

Spells:
0
Detect Magic
Message
Spark
Mage Hand
Dancing Lights
Read Magic


1st
Protection from Evil
Mage Armor
Magic Missile



2nd
Burning Arc
Resist Energy
Invisibility

Saves:
Fortitude: +4
Reflex: +3
Will: +7


AC: 16
BAB: 2
CMB= 2
CMD= 13

Inventory:
18 Gold
Scholar's clothes, Winter Clothes, sturdy leather backpack, Tent(small), Hooded Lantern, 2 flasks of oil, flint and steel, 2 full waterskins, 2 weeks of rations
Orb of Scrying: once per day can see a familiar place within the swamp.
Gold Dragon Scale Amulet
Darkwood Buckler
Ceremonial Robe: +2 bonus for saves against magic
Cloak of Resistance
Haramaki
Masterwork Crossbow: Ignore up to 5 DR of demonic outsiders.
Bracers of Armor +1
two potions of cure light wounds,
scroll of Levitation,
scroll of charm person,
History:
Ever since Baird was born, he always felt different than everyone else. Was it some sort of hidden power or some quirk that set him apart from the others? Since he began to notice these traits, he began to research why he was different when he turned 13. Knowledge came to him quickly than others which helped in this endeavor. Seeing this, his Father pulled him aside out of his mother's earshot one day and explained a family legend to him. The legend was that one of their ancestors had a tryst with a gold dragon and his bloodline began to flow through Baird's female ancestor's bloodline. However, as none of his ancestors had ever shown it, there was no way to prove his outlandish story. However, Baird decided to keep this in the back of his mind as he searched for the truth. One day though, his power manifested itself in an unexpected way, Baird was cornered by a thug who had harassed people for coin frequently. Unfortunately for Baird, he didn't have the coin to pay the toll and the Thug came after him, but he was not expecting what happened next. As if the perquisite was a dangerous situation, Baird's hands began to transform into scaly gold claws and he fought back against the Thug leaving a claw mark on the right side of his face and causing the Thug to scream "MONSTER!" and run off. This was the evidence needed to prove his father's story, the legendary tryst was real and so after secretly informing his father of his intentions, at age 18, Baird began his journey to unlock his power and adventuring career.


Appearance:
CoolBard.jpg

Wish List for items:
Headband of Charisma
Amulet of Natural Armor
Mithral Buckler (1005 gold)
Belt of Dexterity
Ring of Protection
Dueling Cestus (14,035 gold)
Ring of Evasion (25,000 gold)
Robe of Arcane Heritage (16,000 gold)
Handy Haversack (2000 gold)
Lesser meta magic rod of extend (3,000 gold)

Ideal Progression:

Level 6: DD prestige, +1 to Natural Armor (+ 2 bonus)
Level 7: Improved Familiar(silvanshee) +2 STR, Dragon Bite, Claws do 1D6 Damage, Power Attack (BL)
Level 8: Breath Weapon(8D6 and increases per level) CHA +1
Level 9: STR +2, +2 to natural armor (+4 bonus) Resist 10 fire, Sorcerous Bloodstrike, +1 Breath Weapon per day.
Level 10: Take a level in Sorc:
Level 11: Improved Arcane Heritage(New Arcana), Quicken Spell(BL) Claws do 1D6 fire damage
Level 12: Con +2, Cha +1 (20 CHA base)
Level 13: Intensify Spell, +1 to natural armor (+5 bonus) Dragon Form once per day
Level 14: Skill focus: Knowledge Arcana(BL) INT +2
Level 15: Blind Fight(BL) Extend spell, +2 to natural armor (+7 bonus)
Level 16: Fear spell CHA +1
Level 17: Greater Arcane Heritage(Evocation)
Level 18: Spell Resis. Spell
Level 19: Improved Arcane heritage(Metamagic Adept)
Level 20: CHA +1, Power of Wyrms (22 CHA base)
 
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  • Renna Taeger
    Race: Human
    Age: 21
    Deity: Iomedae
    Alignment: Lawful Good

    Str: 17 +3 (+5 w/two handed weapons)
    Dex: 10
    Con: 10
    Int: 8
    Wis: 7
    Cha: 20 +5

    Level: 5
    Class: Paladin - Warrior of the Holy Light
    Xp: 15,000 - Level up at 23,000

    Hit Points: 38

    Armor Class: 20 - Armor of Light Fortification
    CMD 17
    Fort Save: +9
    Reflex Save: +6
    Will Save: +9
    Perception: -2

    Base Attack Bonus: +5
    Melee Strike: +8
    Ranged Strike: +5
    Initiative: +2
    CMB: +7

    Traits and Feats
    Chosen Child - +900 Starting Gold
    Reactionary - +2 to Initiative checks
    Oblivious - Take a -2 to Sense Motives and Perception checks
    Power Attack - Trade a -2 from BAB to get a +4 to Damage (+6 with a Two Handed Weapon)
    Cleave - Make an additional attack against an adjacent target if first swing hits
    Greater Mercy - When using Lay on Hands and there are no Mercies to recover, heals an additional 1d6 HP
    Selective Channel - Pick up to (Cha Bonus) people not to affect with Channel Energy ability - level 5


    Feat Wish List
    Vital Strike- BAB at +6 - Deal twice the damage on one attack
    Ultimate Mercy - Use 10 Lay on Hands to bring a dead creature back to life - level 9?
    Extra Channel - adds +4 Lay on Hands ability just for the purpose of Channeling Positive Energy
    Improved Critical - BAB +8 - Doubles threat range of one weapon - level 9?
    Weapon Focus - +1 to hit with a single weapon - level 7
 
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Great pictures - remind me of those when you're attempting the next intimidation roll.
 
Hey Silanon Silanon , I was looking at the character requirements and just noticed you forgot the racial points limit for non-core races. I believe you set it at a max of 10 rp. I know this is an extremely late spot, but it has been a while since I looked here.
 
Thanks for the note - added it to the list above!
 

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