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Cad Goleór Game Interest Check

Started by Seraph, May 06, 2011, 11:09:44 AM

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Seraph

Ok, I'd like for you to be able to play, since you were so keen on it.

So, to the rest of the group, the options are as follows:
1) We postpone until the 10th, so that Nomadic can start with us.
2) We Start on the 30th as planned, and Nomadic joins us on the 3rd session.

I could go either way on this.  So, guys, do we have a preference?
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

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Steerpike

I don't mind postponing, personally, but really it's up to you, Seraphine.

Here's my character.  Let me know if there are any problems with his back-story, i.e. things you don't think suit the setting or errors I've made in my portrayal of the Sídhe.  I think the character sheet is complete, but if anyone spots any error, inconsistencies, or things I missed, let me know!

EDIT: in terms of party role I'm imagining him as a controller/enchanter type who debuffs and otherwise messes with enemies with mind-influencing effects and illusions, with some conjuration and necromancy thrown in and a small selection of healing spells, which suit him well since he was raised by the local healer/midwife.

Wyrgan mac Nissa

[ic=Background]A pale, ill-favoured youth inclined to taking long walks on his own through the twisted depths of the woods of Coilliath, Wyrgan is frequently excluded from the games of other children.  Even adults are unnerved by the lad: something about him is simply off-putting, vaguely but decidedly repulsive.  Perhaps it is the knowing half-smirk he characteristically wears, a precocious expression suggesting he is in on some malicious prank or unwholesome secret no one else is privy to; or perhaps it is his mismatched eyes, one so dark a brown as to be nearly black, the other a pallid, almost sickly green colour, claimed by some to be 'droch shuil,' an Evil Eye.  Certainly his demeanour does not help: by turns sullen and imperious, brooding and mischievous, the boy is a fickle creature, prone to sudden bursts of irritation and haughty displays of pride.  Nor does Wyrgan's habit of suddenly and silently appearing as if out of thin air endear him to others.  Possibly most disturbing of all is his apparent lack of empathy for his fellow human beings, and his contrastingly intense fondness for beasts, especially insects and other vermin '" more than once he has been found in the shadow of some gnarled oak watching a spider or centipede crawl along his arm, an expression of bemused fondness on his face.  His hair, lank and dark, frames somewhat gaunt but well-sculpted features that would be quite handsome were it not for his almost cadaverous complexion.

Of course, neither Wyrgan's looks nor his underdeveloped conscience are strictly the boy's fault.  Unbeknownst to his fellows, Wyrgan is half-Sídhe, the bastard offspring of the unseelie creature commonly known as Gloomheart '" a shadowy being known for its proclivity for corrupting mortal women, especially virtuous ones.  Using its otherworldly charms the Sídhe easily seduced Wyrgan's happily married mother, Niss, a woman renowned for her kindness and loving nature.  At the Sídhe's bequest she would dose her husband, Brahn, with small amounts of hemlock, slipping the herb into his drink; this would ensure that he would sleep deeply.  Each night after he slipped into slumber she would steal from their bed and meet her paramour in the woods, to fornicate in the moonlight with eyes afire with frenzied, all-consuming lust.  As time passed, Brahn grew suspicious, for where once his wife was blissful and full of joy, now she was listless and dismissive, irritable and impatient; where once she spoke of her desire for a child, now she spurned him and refused to let him touch her.  Suspecting her of unfaithfulness, he resolved to feign sleep and follow her at night '" but of course, the soporific herbs ensured that sleep stole upon him quickly and irresistibly.

One night, Brahn came home early from a hunt, hoping to surprise his wife with a freshly killed boar.  Without Niss' knowledge he glimpsed her grinding hemlock, a look of crazed desire distorting her features horribly: realizing that he was being drugged, he crept back from the door and then made sure that his approach would be loud enough to alert her to his presence.  At dinner, he pretended to drink, but while his wife wasn't looking he poured the poisoned liquid on the ground.  That night, he pretended to fall into his usual torpor.  An hour passed; then two.  He began to grow drowsy, to doubt his guess '" and then Niss crept from the bed.  Brahn waited until he heard her leave their house, then followed her out into the moonlight, taking a wood-axe with him.  She was barefoot, clad only in her night-clothes; where Brahn shivered in the late autumn night, Niss seemed not to feel the cold.  After some time she arrived in a clearing near a silvery pool.  Here Gloomheart awaited, a dark presence that embraced Niss with a passion bordering on violence.  Sickened and mad with jealousy Brahn rushed into the clearing, his axe gleaming, crying out in wordless rage and charging forward, intent on killing his wife's lover.  Fearful of the cold iron blade, the fae creature hissed and retreated into the darkness, dissolving into the night with the stealth of the Sídhe.  While Brahn cast about for the creature, Niss gave a shriek of mindless fury, still bewitched by Gloomheart.  Her face contorted hideously, she tripped her husband; his weapon fell from his grasp.  She took up the axe and proceeded to savagely butcher the man she once loved, hacking at his limbs and torso until she was drenched in his blood.  After disposing of the fragmented remains in the pool and cleaning herself in the silvery water she returned to her home.

Each night, Niss would still go to the clearing where she had once met Gloomheart, but the Sídhe had retreated back into Annwn, where time is strange; she never saw him again.  In time, however, it became clear that she was with child.  The village assumed that Brahn had been killed while hunting, and of course believed that Niss carried his child.  The pregnancy was swift; after only seven months Niss bore Wyrgan.  Each day she had grown paler, refusing to eat or to stir from bed save at midnight, to wait for Gloomheart.  She died in childbirth, a look of apathy frozen on her face, and Wyrgan was adopted by the local healer.

Wyrgan grew quickly and learned to speak before his first birthday; no one ever denied that the child was uncommonly clever.  Even as a babe there was something uncanny about the quiet way he would observe those around him; he almost never cried, or laughed, though he spoke often and eloquently, with a vocabulary beyond his years.  On his seventh birthday, his true sire '" having learned of its offspring '" sent one its servants to Wyrgan to instruct him in the ways of magic and other matters suitable for a child of the unseelie to know.  This tutor, which Wyrgan dubbed 'Cinniceadh-Bhéis,' spoke to the young child in the sibilant tongue of the Sídhe, and without thinking Wyrgan immediately answered back.  The familiar has taught Wyrgan many spells and tricks of the Sídhe (as well as the tongues of the Fomor and the gods) and remains the boy's constant companion, either absconding while others are near or hiding in the lad's clothing, often coiled around his calf or forearm.  Now eleven years of age, Wyrgan is just beginning to understand the implications of his heritage.

Though widely disliked and lacking in compassion for human beings, Wyrgan is not a monster.  He regards his foster mother, the healer and midwife Dunna, with a certain abstract fondness, and certainly would never wish her harm; she has taught him some herb-lore and other methods of healing, a craft in which he has shown considerable promise.  As for the bullies that torment him, he has learned not only to slip quietly into the shadows when they pass near but also to defend himself with sling and knife.  As his magical skills develop he has take to afflicting his torturers with simple charms to strike fear into their hearts, or to fill their heads with sleep; other times he has summoned a thick mist in which he can conceal himself.  As he grows his dreams become strange: nightly he experiences visions of a dark castle, a place he feels he should know.  This is in fact Nenníus, the fortress of the unseelie in Annwn, though Wyrgan does not know it yet.  A dark wanderlust has begun to smoulder in his breast, a yearning to leave his home and seek out '" he knows not what.[/ic]
Male Half-Sídhe Witch Level 2

Small Humanoid


Height
4'8"

Weight 92 lbs

Alignment Chaotic Neutral

Experience 1000 XP

Speed 20 ft.

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 7 (-2)

HD 2d6 +2 Con +1 Favoured Class

Hit Points 12/12

BAB +1

Attacks
Bronze Knife +2 (1d3/x2 P)
Sling +4 (1d3/x2 50ft. B)

Initiative +2

Dodge +3 (+1 Size +2 Dex)

Block +1

Carrying Capacity

Light Load 0-33 lbs
Medium Load 34-66 lbs
Heavy Load 67-100 lbs

Skills
Heal +6 (2 rank +1 Wis +3 Class)
Knowledge (Nature) +9 (2 rank +4 Int +3 Class)
Knowledge (Arcana) +9 (2 rank +4 Int +3 Class)
Knowledge (Planes) +8 (1 rank +4 Int +3 Class)
Perception +3 (+1 Wis +2 Keen Senses)
Spellcraft +12 (2 rank +4 Int +3 Skill Focus +3 Class)
Stealth +7 (+2 rank +3 familiar +2 Dex)
Swim +1 (1 rank)

Feats
Skill Focus (Spellcraft)
Pass For Human

Racial Abilities
+2 to one attribute (Intelligence)
Low Light Vision (x2)
Sídhe Blood
Sídhe Immunities (immune to sleep, +2 Will vs. enchantments)
Keen Senses
Multitalented (Witch, Rogue)

Class Abilities
Cantrips
Hex (Evil Eye)
Hex (Misfortune)
Witch's Familiar (Centipede)
Patron (Gloomheart of the Unseelie Court)

Saving Throws
Fortitude +1
Reflex +2
Will +4

Spells (Prepare Spells are italicized)

0 '" Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue.

1 '" Beguiling Gift, Cause Fear, Sleep, Obscuring Mist, Cure Light Wounds, Command, Summon Monster I, Interrogation, Inflict Light Wounds.

Languages

Automatic:
Glasconneach
Coillenach (Lower)

Bonus:
Coillenach (Upper)
Fomor
Réaltach
Gwladwych

Possessions: Clothing, Knife, Slingshot, 4 Loose Stones, Cobweb Ring.

TheMeanestGuest

Wellll, maybe I will play a regular human then. Can't be too loaded down on half-sidhe.

Looks to be a very interesting character, Steerpike.
Let the scholar be dragged by the hook.


TheMeanestGuest

Hah, no, don't worry about. You've obviously put a lot of thought into it, whereas I have yet to. Might consider a half-fomorian, but I'm leaning towards a regular human.
Let the scholar be dragged by the hook.

Ghostman

Awesome character background SP!

I'm still working on my own PC, a human bard.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

TheMeanestGuest

On further consideration, it seems like there is simply too much interest in this for me to play. What I mean is that I don't want to contribute to the problem of too many players in a one hour IRC session, and would rather increase the potential enjoyment of those who are playing by not being present. Add to this my ongoing roles in several other games, and the possibility of running one myself, and I think it would be best to bow out.
Let the scholar be dragged by the hook.

Steerpike

A shame, but I understand your reasons.

Ghostman, it'll be very interesting to see our two characters interacting, as together we will probably have the highest and lowest Charisma scores in the group.

I realized after the fact that I've kind of created a Celtic version of Damien Thorn (perhaps not quite so utterly malevolent)...

EDIT: Made an error in skills, will correct it. I wrongly assumed that Pathfinder skills worked similarly to 3.5 skills :P.

Seraph

Quote from: TheMeanestGuestOn further consideration, it seems like there is simply too much interest in this for me to play. What I mean is that I don't want to contribute to the problem of too many players in a one hour IRC session, and would rather increase the potential enjoyment of those who are playing by not being present. Add to this my ongoing roles in several other games, and the possibility of running one myself, and I think it would be best to bow out.
That is, of course, up to you.  I don't want you to feel like you have to bow out though.  So far I've heard about 3 character concepts including what we talked about on IRC.  So if you want to play, feel free to submit a character.

I think I am going to cut this off at 5 players max though.

I'm going to go ahead and call June 13th the Starting date.  That way we don't have to worry about Nomadic joining up after things have gotten going.  So, the first five characters submitted will form the party.  We already have Steerpike's Submission, so that leaves 4 slots.  So those of you with character ideas, you've got some time, but just make sure you don't get bumped out.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
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Nomadic

Steerpike I love your character concept, and I think I know what sort of character I want to make so I'll start statting it out now and get it posted soon (hopefully within the next hour or so, later tonight if I don't get done before I have to go to work).

Edit: just realized that we're using pathfinder as a base and I've never played pathfinder. It's pretty similar to 3e though so it shouldn't take me too long to figure out the differences, I'll shoot for having the character done by tonight. My plans are to have an extraverted ranger to play foil to steerpike's intraverted witch. Should result in some entertaining back and forth.

-----

And here's my sheet. Still working on the writeup but figured I'd post this now so you could spot any mistakes I've made. I used a character generator so I hope it got it right, we'll see. The character is basically an apprentice under a local headhunter who makes a living tracking down wanted men, dangerous animals, and other such things. The character has mostly been doing chores and studying things related to the profession but recently his master has begun training him in the basics of combat.

- Removed old char sheet look below for new one -

Steerpike

I didn't have any Pathfinder experience either but I noticed that skills are probably the biggest difference (ranks can only equal your max HD, class skills have an innate +3 bonus, other stuff like that).

EDIT: Ah as I was posting you posted your sheet, nevermind!

One detail I noticed is that you have the character's AC posted, but Seraphine is using a rather ingenious defense roll mechanic to compensate for the lack of armour in a Celtic setting (mechanics on the first page of the main setting thread).

I added Wyrgan's Alignment as Chaotic Neutral, but I'm not sure whether that's right or not.  He's definitely an individualist and I did describe him as fickle and changeable of mood.  I wouldn't call him outright evil (he's not a monster) although he's certainly amoral when it comes to other humans, which is sometimes taken as a sign of the Evil alignment; he's more of a sociopath than a psychopath though, and isn't a sadist. He'd resent being told what to do.  Is CN right for him?

Nomadic

I'd say CN nails him pretty good. I'll go ahead and remove AC from my sheet. Looks like I'll have to wait to finish my writeup until I get home tonight.

Seraph

Glad to see your submission, Nomadic!  And Steerpike, I'd say CN fits well.  If, in the course of the game, the actions of the character suggest otherwise, we can address that then, but for now, CN is fine.

Also, I'm not exactly a stickler when it comes to alignment anyway.  In Avayevnon I did away with it, even before I switched to a different system.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
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Nomadic

Decided to rework my character after reading through your setting again and through the pathfinder rules. Blatantly stole and reworked steerpike's char sheet for my own nefarious ends. Ladies, gentleman, and fey of the far realms I give to you young Robhartach whose charm and bravery are matched only by his brash behavior and many scars (most of which are the results of the aforementioned brash behavior).

Robhartach Ua Bergin

[ic]
Robhartach has always been eager and headstrong, even as a babe he was always exploring and taking risks. This was much to the dismay of his parents who quickly learned to always have one eye on the youth. As he has grown his inclination to act on his impulses has only increased and Robhartach already shows the scars of his adventures. While slow to learn from his mistakes he shows a resiliency and fearlessness that maintains his willingness to do things others might shy away from. In some ways this has made him somewhat popular with other lads and his brave demeanor and proud words have swayed many a boy into following Robhartach into danger. His confidant attitude is only aided by his physique, which is surprisingly lean and muscular for a boy his age. This is due in no small part to his father's insistence that he earn his keep helping in the smithy as he was able. Indeed being so danger-prone he bears several burn scars as thanks for his inability to think before acting.

It was this last part that decided his parents and Robhartach was sent off to apprentice to Muirín, a local woodsman, in the art of hunting man and beast. Learning under the huntsman was difficult as the old ranger did not abide foolishness or sloth. While sloth was little issue for Robhartach the other got him not a few lashings from Muirín and he has slowly begun to learn a bit of the importance of thought before action. For a long time his day consisted of nothing but household chores and tests of perception and critical thinking. Such things began to drive Robhartach to the edge of boredom. Yet before he could decide to escape the rough regimen Muirín added something more in line with the boy's interests. Handing him a simple wooden shield Muirín took to assailing the boy either with his hands or a staff. Robhartach quickly wished for boredom again however once he learned that losing his shield meant a severe beating. And this was unfortunately too common an occurrence as the much larger man seemed to have no trouble disarming him. As he learned not to rush into a fight so rashly his ability to hold onto his shield increased while the number of bruises he went to sleep with went down. It was then that Muirín began to teach Robhartach the skills needed to properly wield a weapon with the boy being given most often a club or practice sword to train with. As time went on his basic grasp of combat improved and it was with much joy that his master began taking him on excursions into the woods to learn of survival, tracking, and other important skills for such a person to know. As time continues to go on the lad is slowly learning not just the skills of a future trade but the wisdom needed to pursue the trade without ending up in an early grave.

In appearance Robhartach is a rugged lad of normal height and weight yet sporting a muscular body topped with a mop of dirty blonde hair out from which peer a pair of bright questing eyes and a self-assured yet merry grin. His skin has a rugged and callused quality to it and is perfectly comfortable playing host to all manners of dirt and sweat along with a number of unique bruises, cuts, and scars... the badges of his lifestyle. His clothing is of simple hide unadorned save for a small iron brooch in the shape of a coiled otter and he carries upon himself a wooden shield and club as his master may test his combat reflexes at any moment and without warning.[/ic]


Male Human Ranger 2
EXP: 1000

Str: 15 (+2)
Dex: 12 (+1)
Con: 13 (+1)
Int: 11 (+0)
Wis: 9  (-1)
Cha: 15 (+2)

Hitpoints: 20 (currently 20)

BAB: +2
Dodge: +2
Block +6

Init: +5
Fort: +4
Ref:  +4
Will: -1

Attacks
Club: +5 (1d4+2/x2)
Wooden Shield: +5 (1d2+1/x2)

Height: 4'9"
Weight: 105 lbs
Alignment: Neutral Good
Speed: 20 ft

Carrying Capacity
Light: 0-66 lbs
Medium: 67-133 lbs
Heavy: 134-200 lbs

Skills
Bluff = +3 (+2 Cha/+1 rank)
Diplomacy = +4 (+2 Cha/+2 rank)
Handle Animal = +6 (+2 Cha/+3 class/+1 rank)
Intimidate = +6 (+2 Cha/+4 rank)
Knowledge (nature) = +5 (+3 class/+2 rank)
Perception = +3 (-1 Wis/+3 class/+1 rank)
Survival = +4 (-1 Wis/+3 class/+2 rank)

Feats
Improved Initiative: +4 initiative
Improved Shield Bash: Still get Shield AC bonus after a shield bash
Two-Weapon Fighting: Can attack with club and shield at once with a -2/-2 penalty

Class Abilities
Weapon and Shield Combat Track
Wild Empathy
Favored Enemy: Animals +2

Languages
Glasconneach

Possessions:
Clothing
Club
Light Wooden Shield

Ghostman

LAIDIR MAC BERECH

[spoiler=fluff]
APPEARANCE:
Laidir is tall for his age of 15 summers, towering over his peers. He is strong like a young ox, broad-shouldered and of a vigorous sun-tanned complexion. His eyes are steel-gray and his hair a lengthy mane of light brown. He usually dresses in a plain gray shirt and tartan-patterned trousers. By most accounts he is regarded an exceptionally beautiful young man, and is well-liked for that fact.

BACKGROUND:
It was said that Laidir took after his parents, for both the better and the worse. He certainly had the passionate, hot-blooded nature of his father, the warrior-bard Berech, as well as his knack for the art of glamers. From his mother, Aoibhe, he had inherited unblemished beauty of the face, the hair and the voice, yet also her penchant for pride and vanity. With such gifts of ancestry, it was little wonder that when Laidir begun to pay attention to the girls of his home village, that attention was returned.

Amongst the maidens of Tulainn there was one above all who attracted him. Dairine was her name, a pretty lass he met on the village fair. So smitten he was that he thereafter courted and wooed her tirelessly, eventually winning her over. Unfortunately her hand was already promised for certain Mathuin, the eldest son of a respected champion, too high in station to be challenged by someone like Laidir. He was undaunted by this, and the two started to meet in secret. These passionate trysts continued throughout a summer, but destiny was to spell a dark and twisted end to their romance.

It came to pass that Dairine's father announced the date of her wedding to Mathuin, to be held three days after the ill-omened eclipse, foreseen by the local druid to take place at the end of the summer, a day that was drawing close. The young lovers were struck with grief by this news. Rebellous, they bemoaned the cruelty of fate and determined to defy it at any cost.

Driven by despair they resolved to attempt a foolhardy endeavour: to enter the ancient circle of standing stones, which rises upon a lonely glade within a nearby wood, on the very day when the disc of the moon was predicted to obscure the light of the sun. That ring of boulders was greatly feared and shunned by the folk of Tulainn, for it was whispered to be a faerie-haunted gate to Annwn; a place wherein the boundaries of the worlds waxed and waned, and where unseen forces held sway. The coming eclipse, heralded by a string of sinister portents, would surely open the way between the worlds; so the druid had warned. Through this gate Laidir and Dairine sought to enter the otherworld, to escape the world of man where their love was not allowed to flourish.

On that day they met in the glade, in the shadow of the ancient stones. The air was calm and the forest was unnaturally silent, as if the very wood was holding it's breath in anticipation. Holding their hands they stood within the circle, quietly waiting for the height of noon when the eclipse was expected. Suddenly the silence was broken by the unmistakeable sound of footfalls at the edge of the glade. Laidir drew his wooden practice-sword and stepped toward the direction of the noise, but he could spot nothing amidst the trees and underbrush. He was startled when he heard Dairine gasp, and turned on his heels. She had stepped outside the stone circle and was pointing with her hand toward the treeline in the opposite end of the glade. "Mother?" she exclaimed in a whispered voice.

Just as Laidir was about to step to her side, a sudden feeling of preternatural coldness seized him, freezing him in place. The disc of the moon had just began to slide before the flames of the sun, slowly engulfing the lands in enchanted darkness. Laidir tried to speak, to call Dairine's name, but some invisible crushing force held his breath as surely as it held his limbs. He looked on in terror as the world around him started to melt and evaporate, falling away like a dropped curtain, revealing a phantastic landscape of vibrant colors and shapes. The bewitching rhythm of fairie-pipes rang in his ears, and strange and alluring scents assailed his nostrils.

At the perimeter of the circle of stones a visage of Dairine, dim and hazy like a mirage, stood frozen still in time, her frightened eyes fixed upon him. Although she did not so much as twitch, he saw her form morphing and warping. Her blossoming beauty faded away like footsteps in the sand, replaced by the hunched and wrinkled image of an old crone. Her hair turned ghostly gray and fell off in heaps, the fabric of her clothes unravelled, and her flesh withered and rotted away, leaving only a skeletal figure of naked bone, until it too crumbled to dust.

Barely had this nightmarish scene run it's course when the face of the moon began to relinquish it's domination of the sun. As the rays of light started to pierce the veil of darkness, the otherworldly imagery of Annwn disintegrated, replaced by the glade and forest of the familiar world. The fairie music and smells faded to nothingness, and the enchanted chill withdrew from Laidir's limbs. Soon as he could once again move, he scrambled about in shock and terror, but found no trace of Dairine. Frightened and deeply disturbed, he left the glade and ran back to the village. But a dreadful discovery waited him there, for while Tulainn had changed little in appearance, it's people were gone, replaced by a population of strangers. It was only after much confusion and inquiries that Laidir learned that his parents, who had been of some local fame, were remembered by the village elders as names that had lived and died in Tulainn generations ago.

[/spoiler]
[spoiler=crunch]
Level 2 Human Fili (Bard)

Current XP: 1000

Age: 15
Alignment: CN?

ABILITY SCORES:
STR 16 (+3) (cost: 5) (+2 racial bonus)
DEX 13 (+1) (cost: 3)
CON 10 (+0) (cost: 0)
INT 12 (+1) (cost: 2)
WIS  8 (-1) (cost:-2)
CHA 15 (+2) (cost: 7)

RACIAL TRAITS:
* +2 to One Ability Score: STR
* Medium Size
* Normal Speed: 30 feet
* Bonus Feat: select one extra feat at 1st level
* Skilled: gain an additional skill rank per level

MISC STATS:
Initiative: +1
HP: 8+1d8
Current damage: 1 lethal / 0 non-lethal
BAB: +1
AB: +4 (melee), +2 (ranged)
Blocking: 1d20+1+3
Dodging: 1d20+2+1
CMB: +1(BAB) +3(STR) +0(size) = +4
CMD: 10 +1(BAB) +3(STR) +1(DEX) +0(size) = 15
Saving Throws:
* Fort +0
* Ref +4
* Will +2

EQUIPMENT:
* Child's Wooden Practice Sword (1d4 19-20 x2 B)
* Sling (1d3 x2 50 ft B)
* A dulcimer
* A flute

LANGUAGES:
* Glasconneach

FEATS:
Human bonus feat: Improved Unarmed Strike
1st-level feat: Improved Grapple

SKILLS:
Skill ranks per level: 8 (6 base, +1 INT mod, +1 Human)
Class skills with ranks get a +3 bonus to them.
* Dodge (DEX) 2
* Diplomacy (CHA) 1 +3 +2 = 6
* Escape Artist (DEX) 1 +3 +1 = 5
* Intimidate (CHA) 2 +3 +2 = 7
* Knowledge (History) (INT) 1 +3 +1 = 5
* Knowledge (Annwn) (INT) 1 +1 = 2
* Perform (Dance) (CHA) 1 +3 +2 = 6
* Perform (Oratory) (CHA) 1 +3 +2 = 6
* Perform (Wind Instruments) (CHA) 2 +3 +2 = 7
* Perform (String Instruments) (CHA) 1 +3 +2 = 6
* Perform (Sing) (CHA) 1 +3 +2 = 6
* Swim (STR) 1 +3 = 4
* Perception (WIS) 1 -1 = 0

CLASS FEATURES:
* Cantrips (5)
* Bardic Knowledge
* Bardic Performance (up to 6 rounds per day)
-- Countersong
-- Distraction
-- Fascinate
-- Inspire Courage +1
* Versatile Performance (Sing): use Performance (Sing) to make Bluff and Sense Motive checks
* Well-versed: +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
* Weapon Proficiencies: simple weapons, longsword, rapier, sap, short sword, shortbow, whip
* Armor Proficiencies: light armor and shields (except tower shields)
* Can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance

SPELLS KNOWN:
Cantrips:
* Daze
* Know Direction
* Light
* Message
* Summon Instrument
1st Level:
* Cause Fear
* Hideous Laughter
* Sleep

SPELLS PER DAY:
Cantrips: Unlimited(?)
1st Level: 3 (1 used)
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¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
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