The Na'aruse Tyranny (Pathfinder, looking for up to 6 players)

Started by Angie, March 17, 2017, 02:19:04 AM

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Vergil Tanner

Hmmm...not really. I mean, I envisaged him as blonde, but that was more a stylistic thing than anything else. I don't really care what he looks like as long as he is BIG. XD

And he wouldn't have an enchanted weapon at first, anyway...no items above 1,500, alas. :P But hey, if you have TWF Axes, then you can get a frankly ridiculous amount of axes in the air at later levels. Or drop axes and go for Javelins, for example, that have a Range of something like 40 feet. Or just carry some Javelins as well. :P But then you start to get overloaded with weaponry XD

In any case, I'm sure whatever you come up with will work perfectly! Although, if Tem dies, I'll be rolling Altina as a character. Lance using Cavalier sounds rather tasty :P
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Marie Reynolds

Oh Vergil do you Think my character would have learned you characters tribes language.

Zaer Darkwail

Quote from: Marie Reynolds on March 19, 2017, 10:25:37 AM
Oh Vergil do you Think my character would have learned you characters tribes language.

Maybe....I imagine Toq would had taught but if he had, he would had taught to speak 'dirty' in their tribal language :P. For dirty humor.

Quote from: Vergil Tanner on March 19, 2017, 10:11:44 AM
Hmmm...not really. I mean, I envisaged him as blonde, but that was more a stylistic thing than anything else. I don't really care what he looks like as long as he is BIG. XD

So below pic good then? Anyways yeah, TWF gives benefit to 'throw a lot' weapons and if he uses axes anyways then he saves last 2 axes to go melee when he runs out of ammo :P.


Vergil Tanner

Quote from: Marie Reynolds on March 19, 2017, 10:25:37 AM
Oh Vergil do you Think my character would have learned you characters tribes language.

Hmm...it depends. Would she have been particularly eager to do so? Because as much as Toq and Tem and Alt would have been happy to teach her, since they're Nomadic, I have to imagine that they wouldn't have been around enough to teach her extensively themselves. If they taught her the basics, though, and she went off to find other Nomads that were passing through the city as they went past, I don't see any reason why she couldn't have learned enough of their language to get by.


Quote from: Zaer Darkwail on March 19, 2017, 10:28:19 AM
So below pic good then? Anyways yeah, TWF gives benefit to 'throw a lot' weapons and if he uses axes anyways then he saves last 2 axes to go melee when he runs out of ammo :P.



Seems good, but then, I don't much care beyond "Big." :P

As for the axes, well, whatever you think is best! I'm just thinking about maximising that effective range. For Tem, his Composite Longbow is, like, 110ft range Increments. He's laughing. XD
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Marie Reynolds

Yeah she would definitely seek out others to get a full understanding besides knowing a nomads tongue can lead to learning interesting things.

Zaer Darkwail

Well, Tem is far range, Toq is middle range and Alt is one charging in with a lance and thus close range :). Toq's opinion (jokingly) Tem may be scared join melee to get his pretty face scarred  >:)

Quote from: Marie Reynolds on March 19, 2017, 10:38:13 AM
Yeah she would definitely seek out others to get a full understanding besides knowing a nomads tongue can lead to learning interesting things.

A cultural exchange? Perhaps Toq and Tem may had tempted your char idea of their people's wedding sermons  >:) (remembers dothrakki wedding scene from Game of Thrones).

Vergil Tanner

Quote from: Marie Reynolds on March 19, 2017, 10:38:13 AM
Yeah she would definitely seek out others to get a full understanding besides knowing a nomads tongue can lead to learning interesting things.

Well there you go! You'd need to use a Language Slot, but being a Saniki native, I don't think it's that much of a stretch :-)


Quote from: Zaer Darkwail on March 19, 2017, 10:39:57 AM
Well, Tem is far range, Toq is middle range and Alt is one charging in with a lance and thus close range :). Toq's opinion (jokingly) Tem may be scared join melee to get his pretty face scarred  >:)

Nah, he's just clever enough to kill them before they get a chance to kill him. Besides, Toq is already ugly, so if he gets hit...it's less of a loss! He wouldn't want to send the ladies of Saniki into mourning. :P


Quote from: Zaer Darkwail on March 19, 2017, 10:39:57 AMA cultural exchange? Perhaps Toq and Tem may had tempted your char idea of their people's wedding sermons  >:) (remembers dothrakki wedding scene from Game of Thrones).

BAHAHA, yeah, that's not quite what their wedding ceremonies are like. Of course, with their population being so low (barely 10,000 left), being in a monogamous relationship is rare. So there's that.

Do you want me to send you the stuff I have whipped up on their culture and history, Zaer? :-)
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Marie Reynolds

#107
Well that's the beauty of having the linguistics Skill. She has one slot left. What is the name of the Language?

Vergil Tanner

Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Zaer Darkwail

Quote from: Vergil Tanner on March 19, 2017, 10:44:07 AM
BAHAHA, yeah, that's not quite what their wedding ceremonies are like. Of course, with their population being so low (barely 10,000 left), being in a monogamous relationship is rare. So there's that.

Do you want me to send you the stuff I have whipped up on their culture and history, Zaer? :-)

Sure, send the PM :)

Vergil Tanner

Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.


Angie

On the subject of monster cohorts, while it's possible to take them, getting an actual monster would likely be its own quest. He could go off solo to try and find something that he wants, but there's no guarantee he could get much more than regular animals. But feel free to try.
Avatar is by Lemonfont. Will remove it if he asks me to.

Come check the Cyberpunk Images Thread!

Zaer Darkwail

Quote from: Angiejuusan on March 19, 2017, 11:23:15 AM
On the subject of monster cohorts, while it's possible to take them, getting an actual monster would likely be its own quest. He could go off solo to try and find something that he wants, but there's no guarantee he could get much more than regular animals. But feel free to try.

Ok, will try and see do I roll nat 20 on survival roll track something :P

Marie Reynolds

#114

Character Sheet

Name: Oshiro, Hiriko
Age: 18
Height:5'4”
Weight: 150lbs
Alignment: Chaotic Good
Faction:Na'aruse
Goal: Find a new patron for and her family. Cause one source of income is better then two and why let our skills go to waste.
Class: Bard(Lotus Geisha):2/Alchemist:1

Str:   10
Dex:   16
Con:   13
Int:   14
Wis:   14
Cha:   16

HP:14

AC: 16(FF:13,T:13))=10+3+3

BAB:+1
M: 4
R:  4
CMB: 11=10+1+0+0
CMD: 14=10+1+0+3+0

Fort: 4=2+2
Ref:   6=3+3
Will:   5=3+2

Languages: Common,Sylvan,Elven,Gnome, and Duguran.

Feats:
Point Blank Shot
Weapon Finesse
Traits:
Double Speak:
It isn’t what you say—it’s how you say it.
Benefit(s): You gain a +2 trait bonus on Bluff checks to pass along secret messages.
Among Humans:

You have spent your entire life living among humans and are an expert at impersonating them.
Benefit(s): You gain a +2 trait bonus on Disguise checks to appear human while assuming your specific human form with the change shape racial trait, and Disguise is always a class skill for you.

Kitsune Racial Traits:
Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Magical Racial Traits
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune’s level)
Offense Racial Traits
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Senses Racial Traits
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Class Features:

Bard:
Weapon Proficiencies and Armor Proficiencies:
simple weapons, plus the butterfly sword, fighting fan, iron brush, sai, shortbow, and shuriken.

Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Performance/Enrapturing Performance(7/around):

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.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

At 2nd level, a lotus geisha gains the ability to execute an enrapturing performance in addition to her bardic performance ability. An enrapturing performance is exactly like a bardic performance with the following exceptions.
A lotus geisha can use an enrapturing performance to recreate the effects of any of her known bardic performances, but she focuses the performance on only a single target within range. While other creatures see and hear a lotus geisha’s enrapturing performance, only the target of this ability is affected by it. A lotus geisha cannot have a bardic performance and an enrapturing performance in effect at the same time. Every round spent engaged in an enrapturing performance counts against the total number of rounds per day she can use her bardic performance, and she cannot use this ability if she does not have any more rounds of bardic performance left for that day. Starting an enrapturing performance is a standard action; at 7th level, it becomes a move action, and at 13th level, it becomes a swift action.
A lotus geisha adds a +2 bonus to the DC of Will saves made to resist the effects of her fascinate, frightening tune, and suggestion enrapturing performances. When a lotus geisha uses her enrapturing performance ability to emulate inspire competence, inspire courage, inspire greatness, or inspire heroics, any bonuses to AC or on ability checks, attack rolls, damage rolls, saving throws, and skill checks increase by +1. For example, a lotus geisha using inspire heroics as an enrapturing performance would grant her target a +5 morale bonus on saving throws and a +5 dodge bonus to AC, instead of the usual +4 bonuses.
This ability replaces well-versed.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s 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): 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.
Bonus Feats:

At 1st level, a lotus geisha gains Spell Focus (enchantment) as a bonus feat. At 5th level, she gains Greater Spell Focus (enchantment) as a bonus feat.

Alchemist:

Weapon and Armor Proficiencies:
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Bomb (Su)(3/day):
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.




Skills:
Acrobatics(Dex):         9=1+3+3+2
Appraise(Int):         6=1+2+3
Bluff(Cha):            7=1+3+3
Climb(Str):            3=1-1+3
Craft (alchemy) (Int):      6=1+2+3
Diplomacy(Cha):         7=1+3+3
Disable Device (Dex):       7=1+3+3
Disguise(Cha):         7=1+3+3
Escape Artist(Dex):         7=1+3+3
Heal (Wis):            6=1+2+3
Intimidate(Cha):         7=1+3+3
Knowledge (arcana) (Int):      6=1+2+3
Knowledge (nature) (Int):       6=1+2+3
Knowledge (nobility)(Int):      6=1+2+3
Linguistics(Int):         6=1+2+3
Perception(Wis):         6=1+2+3
Perform (dance)(Cha):      7=1+3+3
Profession((herbalist)Wis):      6=1+2+3
Profession((tea maker)Wis):   6=1+2+3
Sense Motive(Wis):         6=1+2+3
Sleight of Hand(Dex):      6=1+2+3
Spellcraft(Int):         6=1+2+3
Stealth(Dex):            7=1+3+3
Survival(Wis):         6=1+2+3 
Use Magic Device(Cha):      7=1+3+3

Formulae
Extracts: 2/day
Level 1:4
Cure Light Wounds
Disguise Self
Longshot
Vocal Alteration

Bard:
Spell DC:
Level 0: 13=10+0+3
Level 1: 14=10+1+3
Enchantment Level 1: 16=10+1+1+3+1

Level 0:5
Detect Magic
Message
Prestidigitation
Read Magic
Mage Hand

Level 1:Known:3(3/day)
Hypnotism
Sleep
Hideous Laughter

Equipment:          3,000
Iron Brush MW             -302
             2,698
1 Fighting Fan MW         -305      
              2,393
4 Kunai MW                -1,208          8lbs
                  1,185
Courtesan Kit                 -10          5lbs
                   1,175
Disguise Kit                     -50       8lbs
                   1,125
Alchemists Kit                 -40          24lbs
                   1,085
Healer's Kit                    -50             1lbs
                   1,035
Midwife's Kit                    -10              2lbs
                   1,025
Studded Leather MW         -175         20lbs
                                       850
Perfume Kit                       -40        10lbs
                         810
Concealable Thieves Tools     -190        .   5lbs
                   620
Portable Alchemist's Lab +1       -75        20lbs
                   545
Spell Component Pouch             -5             2lbs
                    540
Donkey x2                  -16
                    524
Bit and Bridle         -4      2lbs
                    520
Light Wagon                  -50
                    470
Large Tent                  -30      40lbs
                     440
Cot                -1      30lbs
                     439
100 ft of Silk Rope                -20       10lbs
                     419
Folding Chair          -2      10lbs
                      417
Antidote Kit                  -100         3lbs
               317
Masterwork Manacles       -50        2lbs
                267
Good Lock              -80        1lbs
                 187
Masterwork Fetters            -50        2lbs
                  137
Good Lock              -80        1lbs
                  57         
Glass cutter                -5
                  52
gp to sp conversion            -1
                316
Sp                  10 sp
Blanket                -5         3lbs   
                    5  sp
Carrying Capacity:
Light Load: 33 lbs or less
Medium Load: 34-66 lbs
Heavy Load: 67-100

Total Weight Carried:30.5
Wagon carries: 172 lbs
Equipment Notes:
Kit, Alchemist’s

This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Kit, Alchemy Crafting

An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist’s kit”, and was renamed to avoid confusion with the set of adventuring gear called an “alchemist’s kit.”)
Kit, Courtesan’s

This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.
Kit, Disguise

This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
Kit, Healer’s

This collection of bandages and herbs provides a +2 circumstance bonus on Healchecks. A healer’s kit is exhausted after 10 uses.

Kit, Midwife’s

This kit is used by midwives to care for pregnant women and to deliver babies. Each kit contains herbs to treat common conditions during pregnancy, salves for aches and distended skin, swaddling cloths, a small but sharp knife for cutting an umbilical cord, powder for cleaning the newborn, bandages, a needle, and thread. Using the kit gives you a +4 circumstance bonus on Heal checks when dealing with humanoid pregnancy or birth. You may use it for other kinds pregnant or birthing creatures (such as animals or monstrous humanoids), but it only gives a +2 bonus on such Heal checks. A midwife’s kit is exhausted after 10 uses.

Kit, Perfume

A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.
You must choose the type of check when you apply the fragrances.
This bonus typically doesn’t apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.

Lab, Alchemist’s

This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Portable alchemist’s lab: This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.


Pouch, Spell Component
.
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.
Concealable Thieves’ Tools:  Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks). Source PRG:UI


Kit, Antidote

This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.

Background:

Hiriko once her and her family and friends moved to Sankili she spent her days dancing,entertaining the guests and handling high profile clientele for the family business.  Hiriko became a bit of a celebrity with her skill in dancing and her beauty and always being such a good host to guests. This would be how she would meet Tamudai,Altani,and Toqto'agie. She played host to them and they came to check out the establishment, She took them on out of curiosity and from that curiosity bloomed a friendship. From that day forward they earned a spot on Hiriko's exclusive list of clients only she would handle. She would flirt with them all, Joke, play harmless pranks and dance with them, She even pulled Toqto'agie on stage a few times during her dances and would try to teach him things or challenge him to keep up with her. Hiriko loved her time with this rambunctious crew and in time grew to be trusted friends.

Hiriko Also garnered a friend  in a half orc named Matoko, They met through the Restaurant and lounge her family owns and she also set up Sergei and Matoko on dates. She even would give personal performances during these dates to help make them more memorable. She loved seeing her friend happy and in love. Rumors began to spread  that  Hiriko matchmaking of Sergei and Motoko was more then that and despite it being true, Hiriko worked her magic and she helped  kept people  guessing by feeding the rumor a  mix of truth and lies  to leave  people with conjecture and nothing more. After the Fall of Sankili and the death of  Sergei, Hiriko stayed by her friend and got her a position at the restaurant/lounge. Apart of Hiriko felt guilty cause she helped the relationship happen but just because of that she would not abandon her friend in her time of need. Hiriko was also a shoulder to cry on or a sounding board for anything Motoko need to get of her chest during this difficult time. The friendship grew deeper with hardship one could say it was growing into something more then friendship.

The Background has been added!

Vergil Tanner

#115
Huh. I thought you were playing a Saniki Native, Marie? Also, what happened to you knowing Duguran? :o

Also: GOD I love Kitsune's. My Dual Wield Ninja Kitsune is ripping shit up in my RL Campaign. XD
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Zaer Darkwail

Oh yeah, pretty nice pic there :). Need get down working my sheet also...

Marie Reynolds

Thanks! Glad you like it! Surprisingly it  did not take long to find.

Marie Reynolds

@vergil She lives in Sankili and works there. The rest I am afraid I cannot go into much detail cause its something your character would not know.

Vergil Tanner

Well, what the players know and what the characters know are two different things...there are plenty of things in my bio that your character wouldn't know. ;)
But the real thrust of my question was "are you abandoning knowing Duguran?"
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Marie Reynolds

#120
Nope not abandoning it   just by the descriptions of the factions and who is involved her sub-sect falls in there unless I misunderstood the faction explanations.

Besides I am mostly keeping things secret to let them be revealed in game. Oh just so you know Tamudai has no idea of her true race she has only ever shown herself as a human.

Vergil Tanner

It was my understanding that, being a completely separate language, Duguran would require a Linquistics Slot.
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Marie Reynolds

#122
Yeah I used it and you told me the tribes language was Donel. So the name of the Language is Duguran? I see what I did this is what I get for doing things not entirely awake. I saw done with a ! after it and thought it was the name of the Language name and the exclamation point was an L. I am dumb.

Vergil Tanner

Haha, that's actually hilarious XD And in the "Haha in hindsight" way, not the "Haha, you're dumb" way. XD

Yeah, the people are called the Dugura, and the language is called Duguran. :-)
Vergil's Faceclaim Archive; For All Your Character Model Seeking Needs!


Men in general judge more by the sense of sight than by that of touch, because everyone can see but few can test by feeling. Everyone sees what you seem to be, few know what you really are; and those few do not dare take a stand against the general opinion. Therefore it is unnecessary to have all the qualities I have enumerated, but it is very necessary to appear to have them. And I shall dare to say this also, that to have them and always observe them is injurious, and that to appear to have them is useful; to appear merciful, faithful, humane, religious, upright, and be so, but with a mind so framed that should you require not to be so, you may be able and know how to change to the opposite.

Dubbed the "Oath of Drake,"
A noble philosophy; I adhere...for now.

Marie Reynolds

No problem, I laughed at myself when i figured out what i did.