• Welcome to The Campaign Builder's Guild.
 

Tales of Phaedoras: Requiem of Ice

Started by Raelifin, May 15, 2006, 05:26:31 PM

Previous topic - Next topic

Raelifin

"World" Map:[spoiler][/spoiler]

Seasons change and the leaves turn, but in the great pine forest of the north the only sign is the chill of the wind and the coming of the snows. It is only mid-autumn but already there is a few inches of snow on the ground. Farther north, the mountain peaks are blanketed by glistening fields of snow above the tree line. As the sun sets, the temperature drops and a proud figure pulls up his fur hood against the wind. He and his two companions trek endlessly over the white ground, leaving three sets of boot prints behind. However, this tale is not about them, though they do play part.

---------------------------------------------------------------------------------------------------

Five miles away, a different group sets up camp. The hulking form of a kiag bends over a small flame, slowing bringing it to life in the windy darkness. Shifting in his huge fur armor, the kiag, Garak, pushes out with his folded wings, lifting the furs into a more comfortable position. For the hundredth time, the nyamm called Kieru wonders why his master insisted on leaving the village when the crude shelters would have at least blocked the wind. As imposing as ever, Garak throws his bedroll onto the spot cleared for it and sits down. Looking at his companion with his imposing yellow eyes Garak says in a deep voice â,¬Å"Be ready for anything tomorrow. We're almost there.â,¬Â

---------------------------------------------------------------------------------------------------

Even farther away, a lone traveler begins to settle in for the night. Kianak Lanak the naikakaii looks into the darkness with his sharp eyes but is unable to see anything other than the nearest trees in the dim light. The howling wind makes an eerie companion in these cold, foreign lands and the forest seems very desolate around him.

Poseptune

Kianak Lanak
M Naikakaii Wanderer 1
NG

[spoiler=Stats]
[table=Abilities]
[tr][th]Ability[/th][th]Score[/th][th]Mod[/th][/tr]
[tr][td]STR[/td][td]13[/td][td]+1[/td][/tr]
[tr][td]DEX[/td][td]16[/td][td]+3[/td][/tr]
[tr][td]CON[/td][td]12[/td][td]+1[/td][/tr]
[tr][td]INT[/td][td]14[/td][td]+2[/td][/tr]
[tr][td]WIS[/td][td]10[/td][td]+0[/td][/tr]
[tr][td]CHA[/td][td]15[/td][td]+2[/td][/tr][/table]
VP 7
HP 0
AC 15, Touch 13, Flat 12
Init +3
BAB +0, Grap +1
Speed 30 Fly 50(Average),(base 30, 35lbs/50lbs Light Load, Light Armor)
Fort +03, Ref +05, Will +02

[table=Attacks]
[tr][th]Bonus[/th][th]M or R[/th][th]Weapon[/th][th]Damage[/th][th]Critical[/th][th]Range[/th][/tr]
[tr][td]+01[/td][td]Melee[/td][td]MWK Longsword[/td][td]1d8+1[/td][td]19-20/x2[/td][td]-[/td][/tr]
[tr][td]+03[/td][td]Ranged[/td][td]MWK +1STR Comp. Longbow[/td][td]1d8+1[/td][td]19-20/x2[/td][td]110'[/td][/tr]
[/table]
Medium, 5'11" tall, 153 wt, 23 yrs old
Blue feathers, Brown eye

[spoiler=Languages][table=Languages]
[tr][th]Language[/th][th]Ranks[/th][/tr]
[tr][td]Kainakai (Northern Tobinu) [/td][td]4[/td][/tr]
[tr][td]Shiienaii (Northern Kimuk) [/td][td]2[/td][/tr]
[tr][td]Ieko (Iekokaii) [/td][td]2[/td][/tr]
[/table]
[/spoiler]
[spoiler=Skills]
[table=Skills]
[tr][th] Total Mod [/th] [th]Skill Name[/th][th]Ranks[/th] [th]Ability Mod[/th][th]Misc[/th] [/tr]
[tr][th]+02[/th][td]Barter(Wis)[/td][td]2[/td][td]0[/td][td]0[/td] [/tr]
[tr][th]-02[/th][td]Bluff(Cha)[/td][td]0[/td][td]2[/td][td]-4[/td] [/tr]
[tr][th]+06[/th][td]Diplomacy(Cha)[/td][td]4[/td][td]2[/td][td]0[/td] [/tr]
[tr][th]+06[/th][td]Gather Info(Cha)[/td][td]4[/td][td]2[/td][td]0[/td] [/tr]
[tr][th]+04[/th][td]Knowledge(geography) (Int) [/td][td]2[/td][td]2[/td][td]0[/td] [/tr]
[tr][th]+04[/th][td]Knowledge(history) (Int) [/td][td]2[/td][td]2[/td][td]0[/td] [/tr]
[tr][th]+04[/th][td]Knowledge(nature) (Int) [/td][td]2[/td][td]2[/td][td]0[/td] [/tr]
[tr][th]+04[/th][td]Listen (Wis) [/td][td]4[/td][td]0[/td][td]0[/td] [/tr]
[tr][th]+04[/th][td]Mechanical Aptitude (Int) [/td][td]2[/td][td]2[/td][td]0[/td] [/tr]
[tr][th]+02[/th][td]Sense Motive (Wis)[/td][td]4[/td][td]0[/td][td]-2[/td] [/tr]
[tr][th]+08[/th][td]Spot (Wis)[/td][td]4[/td][td]0[/td][td]4[/td] [/tr]
[tr][th]+02[/th][td]Survival (Wis) [/td][td]2[/td][td]0[/td][td]0[/td] [/tr]
[/table]
[/spoiler]
Feats
-Endurance
-[spoiler=Resilient Flyer]Resilient Flyer [General]  
    You can fly longer than others of your race.  
    Prerequisite: Fly speed, Endurance  
    Benefit: You gain a +4 bonus on constitution checks and fortitude saves to continue flying. This includes exhaustion checks for avian races. In addition, if you have the exhaustion ability you may ignore it for a number of rounds each day equal to your constitution modifier.[/spoiler]
Racial Features
[spoiler=Naikakaii Racial Traits]

(Humanoid, Avian)

â,¬Â¢ Abilities: +2 Str, +2 Cha, -2 Wis
â,¬Â¢ Medium Size.
â,¬Â¢ Base speed 30ft. 50ft fly, average maneuverability.
â,¬Â¢ +4 racial bonus on Spot. This modifier changes to a -2 in areas of poor illumination)
â,¬Â¢ -4 racial penalty on bluff, -2 to sense motive.
â,¬Â¢ Exhaustion (Ex): Naikakaii must make a fortitude save (DC 5 + 1 for each previous check each round they begin flying or be able to take no movement actions except flying down. A Naikakaii takes no damage from falling if they are making a move action toward the ground. If a Naikakaii fails this check they become fatigued once they reach the ground. Naikakaii may not fly when fatigued
â,¬Â¢ Glide (Ex): Falling speed is reduced to 10â,¬,,¢ when gliding. For each 5â,¬,,¢ fallen the character moves half of their fly speed forward.
â,¬Â¢ Natural Mountaineers (Ex): Naikakaii must only spend a week to become aclimated to high elevation.
â,¬Â¢ Dive (Ex): Naikakaii are expert divers. When making a flying move down they may choose to move 4 times their fly speed instead of the usual 2. In addition, if they combine this with a charge they gain an additional +2 to damage and -2 to AC. Each round diving counts as two rounds for purposes of exhaustion.
â,¬Â¢ LA +1
â,¬Â¢ Favored Class: Warrior
[/spoiler]
Class Abilities
-Languages
-Bonus Feat ([General]):Resilient Flyer
[/spoiler]
[spoiler=Equipment and Coins]
[table=Equipment]
[tr][th]Name[/th][th]Price[/th][th]Weight[/th][th]Location[/th][/tr]
[tr][td]MWK Longsword[/td][td]315gp[/td][td]4lb[/td][td]Right Hip[/td][/tr]
[tr][td]MWK +1STR Composite Longbow[/td][td]500gp[/td][td]3lb[/td][td]Shoulder[/td][/tr]
[tr][td]Arrows(20)[/td][td]1gp[/td][td]3lbs[/td][td]Left Hip[/td][/tr]
[tr][td]Light Leather[/td][td]10gp[/td][td]13lb[/td][td]Worn[/td][/tr]
[tr][td]Sack[/td][td]1gp[/td][td]1/2lb[/td][td]Carried[/td][/tr]
[tr][td]x2 Trail Rations[/td][td]1.5gp[/td][td]2lb[/td][td]Sack[/td][/tr]
[tr][td]x2 WaterSkin[/td][td]2gp[/td][td]8lb[/td][td]Belt[/td][/tr]
[tr][td]Pouch Belt(Coins)[/td][td]1gp[/td][td]1/2lb[/td][td]Belt[/td][/tr]
[tr][th]Totals:[/th][th]831.5gp[/th][th]35lb[/th][th] [/th][/tr]
[/table]

[table=Coins]
[tr][th]Gold Pieces[/th][td]67[/td][/tr]
[tr][th]Silver Pieces[/th][td]14[/td][/tr]
[tr][th]Copper Pieces[/th][td]10[/td][/tr]
[/table]
[/spoiler]
[spoiler=Background]I don't know, you have to ask him[/spoiler]
[spoiler=Appearance]Kianak is an average Naikakaii. His dull blue feathers cover his entire body, while his brown eyes take in the world around him. There is nothing spectacular about Kianak, and that is the way he prefers it.[/spoiler]
[spoiler=Personality]Kianak is inquisitive. He is instinctively driven to learn what he can about the world and its inhabitants. He enjoys his times with the different races and groups, sampling the food, drink and other customs. Kianak is more passive than aggressive. He doesn't have the knack for lying, like some of the others in the world. Lies are not common among his people, so he has some difficulty discerning the honesty in people's words. Although it is getting easier with every person he meets. [/spoiler]

[spoiler=edits]
- Eaten one day's trail rations
[/spoiler]
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Senkennomei

Kieru

Gender: Male
Race: Nyamm
Class: Witchdoctor 2
Alignment: Chaotic Neutral
Deity: None
Age: 17
Height: 5â,¬,,¢2â,¬Â
Weight: 102 lb.

[spoiler=Attributes]
2 HD

VP: 4
HP: 2
EP: 9

[table=Abilities]
[tr][th]Ability[/th][th]Score[/th][th]Modifier[/th][/tr]
[tr][td]Strength[/td][td]10[/td][td]+0[/td][/tr]
[tr][td]Dexterity[/td][td]14[/td][td]+2[/td][/tr]
[tr][td]Constitution[/td][td]10[/td][td]+0[/td][/tr]
[tr][td]Intelligence[/td][td]16[/td][td]+3[/td][/tr]
[tr][td]Wisdom[/td][td]12[/td][td]+1[/td][/tr]
[tr][td]Charisma[/td][td]15[/td][td]+2[/td][/tr][/table]

Speed: 30 ft.

AC: 12
Touch: 12   Flat-Footed: 10

Initiative: +2

BAB: +1

[table=Saves]
[tr][th]Save[/th][th]Bonus[/th][/tr]
[tr][td]Fortitude[/td][td]+0[/td][/tr]
[tr][td]Reflex[/td][td]+2[/td][/tr]
[tr][td]Will[/td][td]+4[/td][/tr][/table]

Grapple Bonus: +1

Racial Traits:
[spoiler]
Nyamm Racial Traits
 (Humanoid, Mammalian)
 
 Ã¢,¬Â¢ Abilities: +2 Dex, -2 Con
 Ã¢,¬Â¢ Medium Size.
 Ã¢,¬Â¢ Base speed 30ft.
 Ã¢,¬Â¢ Low light vision.
 Ã¢,¬Â¢ +2 racial bonus on Move silently, Spot, Listen, Balance, Climb, and Jump.
 Ã¢,¬Â¢ 2 claws. 1d2 slashing damage, x2 crit.
 Ã¢,¬Â¢ -1 penalty to attack and spot checks during the day or in an area of bright illumination (DM discretion). If the Nyamm is blind or closing their eyes this penalty does not apply.
 Ã¢,¬Â¢ Nyamm gain blind fight as a bonus feat.
 Ã¢,¬Â¢ If struck by a bright light in the face (searing light, prismatic spray, improvised attack with lamp, etc.) the Nyamm must make a will save DC 20 or become affected by Kyanarr. (see below) Nyamm can prevent this by having their eyes closed/blinded before the light affects them.
 Ã¢,¬Â¢ If exposed to bright light or daylight over their body (a cloak will shield this) the Nyamm must make a fortitude save DC 20 each round or become affected by Kyanarr.
 Ã¢,¬Â¢ Kyanarr (Su): When affected by Kyanarr, Nyamm undergo a hideous transformation. When first affected they are considered stunned for 1 round as their body convulses and their muscles expand. At the end of the round the Nyamm gains +8 str, +8 Con, -6 Int, -6 Wis, their claws grow to do 1d8 damage each and they gain a bite attack as a secondary natural attack that does 1d6 points of damage. During Kyanarr, they go into a mindless berserk causing them to attack the nearest creature (DM discretion) with as many attacks as possible. This rage lasts for a number of rounds equal to 4 + the Nyamm's constitution modifier. At the end of the rage the Nyamm falls unconscious for 1d20 hours. Nyamm can not remember any events between entering Kyanarr and waking up.
 Ã¢,¬Â¢ Favored Class: Hunter (Ranger Variant)
[/spoiler]

Feats:
Feat Proficiency: Listen

Skills:
[spoiler]
[table=Skills]
[tr][th]Skill[/th][th]Bonus[/th][th]Ranks and Modifiers[/th][/tr]
[tr][td]Appraise[/td][td]+3[/td][td]+3 Int[/td][/tr]
[tr][td]Balance[/td][td]+4[/td][td]+2 Dex, +2 Racial[/td][/tr]
[tr][td]Bluff[/td][td]+2[/td][td]+2 Cha[/td][/tr]
[tr][td]Climb[/td][td]+2[/td][td]+2 Racial[/td][/tr]
[tr][td]Concentration[/td][td]+5[/td][td]5 Ranks[/td][/tr]
[tr][td]Diplomacy[/td][td]+2[/td][td]+2 Cha[/td][/tr]
[tr][td]Disguise[/td][td]+2[/td][td]+2 Cha[/td][/tr]
[tr][td]Escape Artist[/td][td]+2[/td][td]+2 Dex[/td][/tr]
[tr][td]Forgery[/td][td]+3[/td][td]+3 Int[/td][/tr]
[tr][td]Gather Information[/td][td]+2[/td][td]+2 Cha[/td][/tr]
[tr][td]Heal[/td][td]+1[/td][td]+1 Wis[/td][/tr]
[tr][td]Hide[/td][td]+2[/td][td]+2 Dex[/td][/tr]
[tr][td]Intimidate[/td][td]+4[/td][td]2 Ranks, +2 Cha[/td][/tr]   
[tr][td]Jump[/td][td]+2[/td][td]+2 Racial[/td][/tr]   
[tr][td]Knowledge (Spirits)[/td][td]+8[/td][td]5 Ranks, +3 Int[/td][/tr]
[tr][td]Knowledge (Miasma)[/td][td]+4[/td][td]1 Rank, +3 Int[/td][/tr]
[tr][td]Listen[/td][td]+8[/td][td]5 Ranks, +1 Wis, +2 Racial[/td][/tr]
[tr][td]Move Silently[/td][td]+4[/td][td]+2 Dex, +2 Racial[/td][/tr]   
[tr][td]Ride[/td][td]+2[/td][td]+2 Dex[/td][/tr]   
[tr][td]Search[/td][td]+3[/td][td]+3 Int[/td][/tr]   
[tr][td]Sense Motive[/td][td]+3[/td][td]2 Ranks, +1 Wis[/td][/tr]
[tr][td]Spiritcraft[/td][td]+8[/td][td]5 Ranks, +3 Int[/td][/tr]
[tr][td]Spot[/td][td]+3[/td][td]+1 Wis, +2 Racial[/td][/tr]
[tr][td]Survival[/td][td]+1[/td][td]+1 Wis[/td][/tr]  
[tr][td]Swim[/td][td]+0[/td][td][/td][/tr]  
[tr][td]Use Rope[/td][td]+2[/td][td]+2 Dex[/td][/tr]                           
[/table]
[/spoiler]

Totems:
[spoiler]
Staff of the West Wind
Spirit: Fey (Air)
Activation Components: Somatic
Item Slot: Weapon
Activation Time: Standard Action
Range: 60 ft.
Effect: 5â,¬,,¢ wide line
Duration: Instantaneous
Saving Throw: Fortitude Negates
Magic Resistance: Yes
Minimum Energy Points: 1

This staff appears to be made of three individual lengths of ebony wood, all of which are twisted around one another to create a five-foot masterwork quarterstaff. At one end the three coils meld together about a foot from the staffâ,¬,,¢s dull point, while on the other the three spirals bend apart and point straight ahead, forming three points, each approximately eight inches in length and three inches apart from one another.

When activated, a powerful wind erupts from the center of the staffâ,¬,,¢s three points, blowing away anyone unfortunate enough to be caught in the squallâ,¬,,¢s path. Any creature in the blast must make a Fortitude save or be blown away. Any stability bonuses are added to this save. Any gaseous effects such as smoke or fog are dispersed in the area effected. If any creature makes its save or resists the effects, the line ends.

Augment: Each additional energy point spent increases the DC by 1.

Cloak of Rainâ,¬,,¢s Embrace
Spirit: Fey (Air)
Activation Components: Passive
Item Slot: Cloak
Activation Time: None
Range: Personal
Effect: Personal
Duration: Constant
Saving Throw: None
Magic Resistance: None
Minimum Energy Reserve: 1

This white cloak is extremely soft to the touch, but is surprisingly tough and difficult to tear. Its wide, deep cowl prevents sunlight from hitting the wearerâ,¬,,¢s face when raised, making this cloak a very comfortable yet protective garment.

Air akin to that from a fresh rain flows from the body of the cloakâ,¬,,¢s bearer, creating clean air in any space the witchdoctor occupies. This grants the wearer immunity to airborne poisons or other gaseous effects, as well as the ability to breathe in areas with no air circulation.  This does not allow the bearer to breathe underwater, although bubbles will float away from the witchdoctorâ,¬,,¢s body.

Guardian Talon
Spirit: Ancestor
Activation Components: Passive
Item Slot: Neck
Activation Time: None
Range: Personal
Effect: Personal
Duration: Constant
Saving Throw: None
Magic Resistance: None
Minimum Energy Reserve: None

This large, polished black talon appears to have originated from a large avian creature, most likely a Kiag. A simple black cloth chord has been threaded through a single hole at the base of the talon, allowing it to be worn as a necklace.

This charm allows the bearer to create an invisible barrier at will. At any time, as a free action, the bearer may spend any number of energy points to heal hero points. Every 3 energy points spent heals 1 hero point. This allows the witchdoctor to subtract energy points if they get hit. If the charm is ever destroyed (disenchanting is fine), the drain on the witchdoctor's soul saps some of their life force and deals one point of permanent constitution drain unless they make a fortitude save DC 20.

Fog Bracelets
Spirit: Fey (Air)
Activation Components: Verbal
Item Slot: Wrists
Activation Time: Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 15â,¬,,¢ Radius Cloud
Duration: 1 Minute
Saving Throw: None
Magic Resistance: No
Minimum Energy Points: 1

These bracelets resemble simple white lengths of cloth which are knotted around the bearerâ,¬,,¢s wrists, leaving approximately one foot of cloth trailing underneath each wrist.

When activated, the ends of the bracelets begin to blur into the air around them as they pour forth an impossibly thick, heavy fog. This fog prevents vision beyond 5 feet and grants concealment to any creature 5 feet or farther away. Strong wind (21+ mph) disperses the fog in 4 rounds. A severe wind (31+ mph) disperses the fog in 1 round. Area of effect wind abilities do not effect the cloud. Any fire attack that effects an area dispels the fog in its effect. Area of effect wind abilities do not effect the cloud.

Augment: Each additional energy point spent increases the duration by one minute.

Frost Rings
Spirit: Fey (Air)
Activation Components: Somatic
Item Slot: Hands
Activation Time: Move Action
Range: 30 ft.
Effect: 5â,¬,,¢ wide line
Duration: Instantaneous
Saving Throw: None
Magic Resistance: Yes
Minimum Energy Points: 1

This set of rings appears to be little more than smooth, featureless dark blue rings forged from sebayet. Totaling six in all, they are meant to be worn on an individualâ,¬,,¢s thumb, index, and ring fingers.

When activated, a blast of freezing wind shoots forth from the bearerâ,¬,,¢s outstretched palm, dealing 3 points of cold damage.

Augment: Every two additional energy points spent increases the damage dealt by 3.
[/spoiler]

[table=Languages]
[tr][th]Language[/th][th]Ranks[/th][/tr]
[tr][td]Hokuch[/td][td]4[/td][/tr]
[tr][td]Shiienaii[/td][td]3[/td][/tr]
[tr][td]Nothern Lunian[/td][td]3[/td][/tr]
[/table]
[/spoiler]

[spoiler=Equipment]
[table=Equipment]
[tr][th]Name[/th][th]Cost[/th][th]Weight[/th][th]Location[/th][/tr]
[tr][td]Staff of the West Wind[/td][td]300 gp[/td][td]4 lb.[/td][td]Held[/td][/tr]
[tr][td]Cloak of Rain's Embrace[/td][td]3 gp[/td][td]1 lb.[/td][td]Worn[/td][/tr]
[tr][td]Light Outfit[/td][td]0 gp[/td][td]2 lb.[/td][td]Worn[/td][/tr]
[tr][td]Fog Bracelets[/td][td]1 gp[/td][td]0 lb.[/td][td]Wrists[/td][/tr]
[tr][td]Guardian Talon[/td][td]5 gp[/td][td]0 lb.[/td][td]Neck[/td][/tr]
[tr][td]Frost Rings[/td][td]6 gp[/td][td]0 lb.[/td][td]Hands[/td][/tr]
[tr][td]Backpack[/td][td]2 gp[/td][td]2 lb.[/td][td]Back, center[/td][/tr]
[tr][td]Bedroll[/td][td]1 sp[/td][td]5 lb.[/td][td]Backpack[/td][/tr]
[tr][td]Flask (empty)[/td][td]1 sp[/td][td]1 1/2 lb.[/td][td]Backpack[/td][/tr]
[tr][td]Mirror, Small Steel[/td][td]10 gp[/td][td]1/2 lb.[/td][td]Backpack[/td][/tr]
[tr][td]Waterskill (Full, Water)[/td][td]1 gp[/td][td]4 lb.[/td][td]Backpack[/td][/tr]
[tr][th]Total:[/th][th]328 gp, 1 sp, 3 cp[/th][th]20 lb.[/th][/tr]
[/table]
[/spoiler]

[spoiler=Background]
Kieru does not openly share his origins with those he is not familiar withâ,¬Â¦[/spoiler]

[spoiler=Appearance]

The first and most noticeable trait in Kieruâ,¬,,¢s possession is his fur, which is a solid white in color. He is one of the few nyamms in the world to bear this recessive trait, which makes him extremely noticeable in a group. While of normal height, Kieru is thin, largely in part of his malnourished diet. Wearing a simple white vest and a pair of black pants, Kieru hides his slender frame beneath his white cloak, which continually provides him with the clean aroma of a fresh rainfall. In the presence of his mentor or during negotiations he tends to hunch slightly, both to look less intimidating and to avoid any aggressive confrontations.

Hiding his expressive violet eyes behind a white blindfold during the day, Kieruâ,¬,,¢s face can become extremely difficult to read in daylight, or whenever he is placed into an uncomfortable situation. His straight, white longhair is kept at a long length, though he usually keeps the majority of it swept behind his keen ears. Kieruâ,¬,,¢s voice, like that of a serpent crossed with an angel, is one which drips of cunning and intelligence. His voice seems to almost purr at lower tones, making him appear to be in a constant state of amusement whenever he is in a relaxed state of mind.
[/spoiler]

[spoiler=Personality]
Kieruâ,¬,,¢s mind is sharp, and it is this which makes him most dangerous. Calm but cynical, he can be very useful to those who befriend him, but such a task is no easy feat. He is constantly wary of others, and he tends to react bitterly to awkward social situations or events which he cannot understand. His upbringing has left him cold and remorseless to those he does not know, but he does not harm those who have not wronged him.[/spoiler]
   
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Cube Melon

Shailikanomisonakai
Female Nimunbella Trickster, 2nd level
Height: 7'3"
Weight: 52 lbs.
Skin: Ivory white
Eyes: Silver-Pink
Wings: Green/Black (blue and purple highlights)

[spoiler=Attributes]
[table=Abilities]
[tr][th]Ability[/th][th]Score[/th][th]Modifier[/th][/tr]
[tr][td]Strength[/td][td]12[/td][td]+1[/td][/tr]
[tr][td]Dexterity[/td][td]16[/td][td]+3[/td][/tr]
[tr][td]Constitution[/td][td]12[/td][td]+1[/td][/tr]
[tr][td]Intelligence[/td][td]16[/td][td]+3[/td][/tr]
[tr][td]Wisdom[/td][td]6[/td][td]-2[/td][/tr]
[tr][td]Charisma[/td][td]14[/td][td]+2[/td][/tr][/table]

2 HD

VP: 7
HP: 3

Speed: 20 feet, 10 feet flying (Poor maneuverability) (base 30, load 59/67)

AC: 14
Touch: 14, Flat-footed: 10

Initiative: +3

Base Attack Bonus: +1, Grapple: +1

[table=Saves]
[tr][th]Save[/th][th]Bonus[/th][/tr]
[tr][td]Fortitude[/td][td]+1[/td][/tr]
[tr][td]Reflex[/td][td]+7[/td][/tr]
[tr][td]Will[/td][td]+2[/td][/tr][/table]

[table=Weapons]
[tr][th]Bonus[/th][th]Weapon[/th][th]Damage[/th][th]Critical[/th][/tr]
[tr][td]+1 Melee[/td][td]Dagger[/td][td]1d4[/td][td]19-20/x2[/td][/tr][/table]

[spoiler=Skills, Feats and Abilities]Languages
+7 Speak: Shiienaii (4)
+5 Speak: N. Lunian (2)

Skills
+8 Mechanical Aptitude (5)
+8 Tumble (5acp)
+8 Move Silently (5acp)
+7 Intimidate (5)
+7 Escape Artist (4acp)
+7 Balance (4acp)
+6 Disguise (4)
+6 Search (3)
+5 Bluff (3)
+4 Sleight of Hand (1acp)
+4 Climb (3acp)
+3 Jump (2acp)
+2 Listen (4)
+2 Survival (4)
+2 Diplomacy (0)
-1 Spot (1)
-1 Sense Motive (0)

Feats
Skill Proficiency: Survival

Nimunbella traits
â,¬Â¢ Abilities: -2 Str, -2 Con, +2 Wis, +2 Cha
â,¬Â¢ Medium Size
â,¬Â¢ Base Speed: 30', Fly 10', poor maneuverability.
â,¬Â¢ +2 to will saves.
â,¬Â¢ +2 racial bonus to diplomacy and sense motive.
â,¬Â¢ Frail Wings (Ex): Nimunbella have very sensitive wings that cannot hold the Nimunbella aloft if wet or damaged. Wings regenerate in one week. Any area effect damage spells automatically destroy Nimunbella wings. Characters attacking Nimunbella may chose to attack their wings at no penalty, if the wings are hit the Nimunbella takes no damage but the wings are destroyed.
â,¬Â¢ Abnormal (Ex): Nimunbella are shaped oddly. Armor, and clothing must be custom tailored to fit Nimunbella anatomy in order to be worn.

Trickster abilities
â,¬Â¢ Evasion (Ex): The trickster can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the trickster is wearing light armor or no armor and is not encumbered. A helpless character does not gain the benefit of evasion.
â,¬Â¢ Sixth Sense (Ex): The trickster gains an intuitive sense that alerts her to danger from traps, cave-ins and other dangers, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC to avoid traps and other, unliving dangers.
This ability may be taken more than once, each time both bonuses increase by 1.
[/spoiler]
[/spoiler]

[spoiler=Equipment][table=Equipment]
[tr][th]Item[/th][th]Slot[/th][th]Weight[/th][/tr]
[tr][td]Clothing[/td][td]Worn[/td][td]---[/td][/tr]
[tr][td]Light Leather Armour[/td][td]Worn[/td][td]13 lbs[/td][/tr]
[tr][td]Hunting Knife (treat as Dagger)[/td][td]Belt Left[/td][td]1 lb[/td][/tr]
[tr][td]Crowbar[/td][td]Shoulder left[/td][td]5 lbs[/td][/tr]
[tr][td]Backpack[/td][td]Center Back[/td][td]2 lbs[/td][/tr]
[tr][td]Bedroll[/td][td]Below Backpack[/td][td]5 lbs[/td][/tr]
[tr][td]Pouch, belt[/td][td]Belt right[/td][td]Ã,½ lb[/td][/tr][/table]
[table=Backpack]
[tr][td]Waterskin (full, water)[/td][td]Backpack[/td][td]4 lbs[/td][/tr]
[tr][td]Flint and Steel[/td][td]Backpack[/td][td]---[/td][/tr]
[tr][td]Tool Set[/td][td]Backpack[/td][td]1 lb[/td][/tr]
[tr][td]Trail Rations (14 days)[/td][td]Backpack[/td][td]14 lbs[/td][/tr]
[tr][td]Grappling Hook[/td][td]Backpack[/td][td]4 lbs[/td][/tr]
[tr][td]Torch (4)[/td][td]Pouch[/td][td]4 lbs[/td][/tr][/table]
[table=Pouch]
[tr][td]Lamp, common[/td][td]Pouch[/td][td]1 lb[/td][/tr]
[tr][td]Caltrops (1 5'sq.)[/td][td]Backpack[/td][td]2 lbs[/td][/tr]
[tr][td]Mirror, small silver[/td][td]Pouch[/td][td]Ã,½ lb[/td][/tr]
[tr][td]Candle[/td][td]Pouch[/td][td]---[/td][/tr]
[tr][td]Lock, average[/td][td]Pouch[/td][td]1 lb[/td][/tr][/table][/spoiler]

[spoiler=Description][spoiler=Background]Even Shaili doesn't remember much of her origins, and is willing to disclose even less...[/spoiler]

[spoiler=Appearance]
Shaili's appearance is average for a Nimunbella; however, her eyes show a pale red color in the normal silver, which combined with her normal insectile eyes and her tendency to stare at people, can make her rather unnerving indeed. Her wings show an iradescent green color, but they are usually scuffed and scratched, as Shaili doesn't take care of them very well.[/spoiler]

[spoiler=Personality]Shaili is a greatly disturbed individual. Some have gone as far as to call her a tainted spirit. While she is a nice person at heart, her mind disceives her often and leaves her confused and scared with seemingly no cause. She isn't very wise or perceptive for a nimunbella, but she can think clearly even if she doesn't show it. She has a strong dislike for violence as do her kin, though as a result of frequent and forced exposure to it over years, it no longer strikes fear into her heart as it once did.[/spoiler][/spoiler]
I'm Raelifin's brother for reals. =3

The stuff I draw

Wix of Bel-Air

Xyanbioda (Zan)
Class: Shaman | Level: 2
Race: Nimunbella | Gender: Male
[spoiler=Stats]
STR: 10 | +0
DEX: 12 | +1
CON: 14 | +2
INT: 12 | +1
WIS: 15 | +2
CHA: 15 | +2

HP Total: 4
VP Total: 7
AC Bonus: 11 | Touch AC: 11 | Flat-footed AC: 10
Initiative: +1
Base Attack: +1 | Grapple: +1

Saving Throws:
Fortitude Total:+2 (Base: +0 + Ability Mod: +2 + Other: +0 )
Reflex Total:+1 (Base: +0 + Ability Mod: +1 + Other: +0 )
Will Total:+7 (Base: +3 + Ability Mod: +2 + Other: +2 )

Weapons
(Quarterstaff) - Attack:+1 |Damage:1d6 |Crit:x2

Armor
None
[/spoiler]
[spoiler=Skills]
Skills
(Concentration) - Total:+7 |Ranks:5 |Mods:(+2 Con)
(Diplomacy) - Total:+9 |Ranks:5 |Mods:(+2 Cha, +2 racial)
(Heal) - Total:+3 |Ranks:1 |Mods:(+2 Wis)
(Intimidate) - Total:+4 |Ranks:2 |Mods:(+2 Cha)
(Knoledge (local)) - Total:+3 |Ranks:2 |Mods:(+1 Int)
(Knowledge (nature)) - Total:+3 |Ranks:2 |Mods:(+1 Int)
(Sense Motive) - Total:+6 |Ranks:2 |Mods:(+2 Wis, +2 racial)
(Spiritcraft) - Total:+6 |Ranks:5 |Mods:(+1 Int)
[/spoiler]
[spoiler=Feats and Abilties]
Feats and Racial Abilities
(Toughness) - (+3 VP, reroll 1s on HD, 25% chance of stabilizing)
(Abnormal) - (Armor costs double to fit)
(Frail Wings) - (When wings are wet or torn, can't fly)
(Combat Panic) - (Will DC 10 save to not be frozen in fear when combat starts)

Class Abilities
(Spirit Sense) - (The detect magic of spirits and tainted ones)
(Summon Spirits) - (Area effecting and travelling spells; 4 0 lvl. and 4 1st lvl. summons per day)
(Binding Spirits) - (How the shaman gets more spirits)
[/spoiler]
[spoiler=Summons]
Summons
Level: 0 |Name: Breeze
----- Brief Description: (+10' speed and +30' if flying when attached)
Level: 0 |Name: Fly
----- Brief Description: (+2 to reflex and +1 dodge to AC when attached, released when attacked)
Level: 0 |Name: Glowbug
----- Brief Description: (Glows brightly in a 10' radius)
Level: 0 |Name: Mist
----- Brief Description: (May produce fog as a standard action or may be released to purify water)
Level: 0 |Name: Seed
----- Brief Description: (Stabilizes dying characters, can heal 1vp when released)
Level: 1 |Name: Antelope
----- Brief Description: (+2 vs. AoOpp., Run and Mobility when attached)
Level: 1 |Name: Monkey
----- Brief Description: (Attached for 1d4 wisdom damage/round, can make Loknaroks)
Level: 1 |Name: Rabbit
----- Brief Description: (+60' when attached, fatigued at the end)
Level: 1 |Name: Sprout
----- Brief Description: (Heals 1hp in area, can heal 1vp when released)
[/spoiler]
[spoiler=Equipment]
Equipment
-Sack (empty except for coins) (1 sp)(1/2 lb.)
-Sewing Needle (5 sp)(-lb.)
-Trail Rations (2) (1 gp)(2 lb.)
-Clay Pitcher (full, common wine) (2 sp)(2 cp)(5lb.)
-Monkâ,¬,,¢s Outfit (5gp)(2lb.)
-Fishhook (1sp)(-lb.)
-Quarterstaff (4lb.)
-Healerâ,¬,,¢s Kit (50 gp)(1lb.)
-Holy Water (x4) (100gp)(5lbs.)

Treasure
Coins: 743 gpe | 0 sp | 8 cp | 0 pp
Magical Items:
[/spoiler]
[spoiler=Background and Description]
Character Background and Description
Description: A young Nimunbella (17 years) who is quite short even for a male (7'1"). He has a darker shade of ivory skin with a few folds of skin on his arms giving the illusion that he is striped there. His eyes are of the usual silvery color and his wings are an eerie bluish grey and white. He wears dusty dark blue robes and carries around his belongings on a hoop-pack (or whatever you call it).
Background: Zan is one of the few of his race who have the guts to go out into the world. He still shys away from most of the rougher looking crowd, but for a Nimunbella he's quite adventurous. He started his calling after hearing the whispers of the spirits in the land. When his tribe decided to move out so they wouldn't be in the middle of a large trading route, he stayed where he was and abandoned his family and friends to set off on his journey to share the peace of his kind. With that in mind, he followed the caravan lines to the larger populated areas of Phaedoras and found that his talents of healing and care were more needed than his views he wanted to share. After collecting a large sum of money from local companies who emoloyed his work, he ran off out of the way of the hectic city-scapes and into the line of travellers who he thinks he can reach out to more easily.
[/spoiler]
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Wix of Bel-Air

Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Poseptune

[ic=Kianak]Kianak drops his pack and leans his bow up against a tree. He gathers up some of the nearby branches and twigs that litter the ground. After clearing a small area, Kianak some of the smaller twigs in hopes of starting a fire. Several attempts later he a small flame begins to consume the kindling. Kianak places two of the branches into the pit, and sits with his back to the wind, trying to block some of the wind from exstinguishing his fire.

He pulls his pack closer to him and fishes for the last of today's rations. As he rips a piece of dried meat with his beak, Kianak looks up at the stars.[/ic]
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Raelifin

The warmth that fire brings warms the bones of both Kainak and Kieru. With no company, and his belly full (or as full as you can be on rations) the naikakaii soon gives in to fatigue and falls asleep.

After drawing some circles of protection in the snow, Garak crawls into his bedroll, club still gripped in his muscled talons.

--------------------------

Zan's weary legs sink into the early snows and the wind stings his frail wings. Perhaps going this far north at this time of year wasn't the best idea. The traders back in town had been persuasive though. Ten pounds of salt upon arrival of the campsite, the price was too good to pass up. And for a simple spiritual warding too, those not knowledgeable in the way of spirits are so easily afraid of the dark. Well, just another mile or so... wait. What was that? A sound off to the right? Perhaps something waits out in the gloom. The dark pines block out the moon. Anything could be out there...

Raelifin

[note]Wix: Everyone else knows about how I run time. In a PbP setting, it's too hard to keep everyone in the same time zone. Meaning, if I say it's morning for some characters, it might not be morning for other characters. Also, if I go past a period in which you want to get more roleplaying done, feel free to do a retro-post and continue the roleplaying at the same time as the plot advances.[/note]
The cold sun rises over the eastern mountains, bringing a crisp beauty to the wilds. Kainak stands and stretches, using some of the techniques learned while staying with the Iekokai. Searching for some scraps that could be called "breakfast" he finds the snow around his sack has been disturbed, though no tracks are visible. Opening up the hemp sack, the Naikakaii finds that he has been robbed. The precious jade idol that was given as a gift is gone, along with the small amount of gold he carried.

-------------------------------------------

Meanwhile, Kieru wakes to the sound of Garak mulling about the camp. The remains of last nights fire have been rekindled, the heat rolling over the camp. The sunlight warms his blindfold, making the insides of his eyelids glow a deep red.
[ic=Garak]Garak croaks harshly "Be ready soon, we should be nearing our destination and I'd like to get there as early as I can."[/ic]

Poseptune

[ic=Kianak] Kianak curses and then flies as high as he can searching for any sign off his robber knowing that the theif is probably long gone.


[ooc]Spot=[dice]1d20+8[/dice][/ooc]

After scanning the surrounding area, Kianak comes back down to the snowy ground to collect what is left of his stuff and to grab a small bite of today's rations[/ic]
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Raelifin

Kainak's eyes catch the morning light and he can detect a similar disruption in the snow going to the east.

Senkennomei

Silently sitting up, Kieru slips out of his bedroll and begins to roll it up, relying solely on his sense of touch to determine how good a job he is doing. This has not been his first journey with the kiag, and it would, much to his regret, most likely not be the last.

Searching blindly for his backpack, the nyamm wearily purrs, "And where exactly is our destination?"
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Poseptune

[ic=Kianak] Glides back down to the ground and starts to gather his things. He pulls a small piece of bread out of his sack. He then ties the end of the sack firmly around his belt and takes his bow in hand. Nawing on his bread, he flies 15' off the ground east following the disruptions in the snow searching for the theif. I must get that idol back.[/ic]
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Raelifin

A kettle on the fire begins to howl, and is soon silenced by the sound of its water being poured into a cup. Garak remains quietly for a few moments and then replies with "A strong spiritual... 'presence' has been noticed just a few miles up the mountain. Some miners from the southlands are in the area and I suspect that they have something to do with it. We're going to pay them a visit."

Senkennomei

[ic=Kieru]Continuing his search, Kieru winces beneath his blindfold as the kettle's wail bombards his keen ears. Keeping his body low to the ground, his hands blindly skim over the snow until  after several moments his hand collides with the backpack, and the nyamm carefully retraces his steps back to his bedroll.

Fumbling with the buckles to his backpack, Kieru finally manages to stow away his bedroll. Picking his staff from the snow by the location where his bedroll used to lie, the apprentice witchdoctor shoulders the backpack and approaches the crackling sound of an open flame. Crouching before the fire, the nyamm briefly warms his hands as the breeze swirling about him makes the small flame dance and flicker. He doesn't bother to ask for a meal, it has been a long time since he has enjoyed such a luxury upon request. "Do you plan to fly?"[/ic]
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery