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Topics - Wolfrin Fenris

#1
Tales of the Guild (IC) / Knot Ablaze
August 11, 2019, 02:11:15 AM
[spoiler]This Freeform is for Nature's Daughter (Ella) And Weald (Wolfrin)[/spoiler]

"Really?" A voice asked. The voice belonged to what at first glance might appear to be a man. Silver-gray robes adorned the figure, trimmed in greens and reds. What they covered however was of more interest. A humanoid shape, in form and features, but comprised of plant matter. Frost colored leaves formed the hair, bangs hanging in the young man's sun gold eyes, and a small pony tell hanging down to the shoulders. Bark-like cheeks converge above vine-like lips. Similar combinations of vine, leaf, bark, and fibrous plant material formed the rest of the mans body.

"Oh yeah! I've been all over Yslia. Travelled the land I have. Seen many amazing things too! But you!" The man paused at this point. Short and slim, he was rather nonthreatening. His words were accented by grand gestures, his pinkish skin contrasting the green skin of the young man he walked beside, "But never have I seen one like you! What did you say you were?"

The young man, leading slightly ahead of the human, turned slightly as he spoke, a large smile on his face, "Umm... I think... I think your kind call us...Briarborn?"

"Briarborn eh? Amazing. Just amazing! Hahaha."

"Actually, I never really understood that... Does your kind know we don't come from briars? Actually, we come from the earth. The spot that I came from, well me and my twin; did you know I have a twin? I think we're the first, at least the elder's have never heard of such a thing. I hear your kind has twins all the time. Do you have a twin? What's your twin's name? Where is your twin?"
#2
The Roster (OOC) / Weald Blaze Bringer
August 10, 2019, 10:37:29 PM
A Briarborn Kineticist. One of a pair of twins, an abnormality for Briarborn, seeking vengence. Or revenge, depending on which you ask.

https://docs.google.com/spreadsheets/d/1vcjx3PnuHOc3sQDWVKAf3MRYNGgoRDeeaYB8WBgUHb4/edit#gid=363820480
#3
Tales of the Guild (IC) / Weald - Nature's bounty.
August 10, 2019, 08:07:07 PM
[spoiler]Rolling to craft two sets of Darkleaf Lamellar Light Armor. Dc 14
[blockquote]Rolled 1d20+11 : 1 + 11, total 12[/blockquote]1
[blockquote]Rolled 1d20+11 : 8 + 11, total 19[/blockquote]2
[blockquote]Rolled 1d20+11 : 14 + 11, total 25[/blockquote]3
[blockquote]Rolled 1d20+11 : 13 + 11, total 24[/blockquote]4
[blockquote]Rolled 1d20+11 : 20 + 11, total 31[/blockquote]5
[blockquote]Rolled 1d20+11 : 8 + 11, total 19[/blockquote]6
[blockquote]Rolled 1d20+11 : 12 + 11, total 23[/blockquote]7
[blockquote]Rolled 1d20+11 : 2 + 11, total 13[/blockquote]8
[blockquote]Rolled 1d20+11 : 9 + 11, total 20[/blockquote]9
[blockquote]Rolled 1d20+11 : 2 + 11, total 13[/blockquote]10
[blockquote]Rolled 1d20+11 : 5 + 11, total 16[/blockquote]11
[blockquote]Rolled 1d20+11 : 4 + 11, total 15[/blockquote]12
[blockquote]Rolled 1d20+11 : 3 + 11, total 14[/blockquote]13
[blockquote]Rolled 1d20+11 : 4 + 11, total 15[/blockquote]14
[blockquote]Rolled 1d20+11 : 3 + 11, total 14[/blockquote]15
[blockquote]Rolled 1d20+11 : 5 + 11, total 16[/blockquote]16
[blockquote]Rolled 1d20+11 : 11 + 11, total 22[/blockquote]17
[blockquote]Rolled 1d20+11 : 1 + 11, total 12[/blockquote]18
[blockquote]Rolled 1d20+11 : 11 + 11, total 22[/blockquote]19
[blockquote]Rolled 1d20+11 : 16 + 11, total 27[/blockquote]20
[blockquote]Rolled 1d20+11 : 10 + 11, total 21[/blockquote]21
[blockquote]Rolled 1d20+11 : 12 + 11, total 23[/blockquote]22
[blockquote]Rolled 1d20+11 : 14 + 11, total 25[/blockquote]23
[blockquote]Rolled 1d20+11 : 9 + 11, total 20[/blockquote]24
[blockquote]Rolled 1d20+11 : 9 + 11, total 20[/blockquote]25
[blockquote]Rolled 1d20+11 : 15 + 11, total 26[/blockquote]26
[blockquote]Rolled 1d20+11 : 15 + 11, total 26[/blockquote]27
[blockquote]Rolled 1d20+11 : 7 + 11, total 18[/blockquote]28
[blockquote]Rolled 1d20+11 : 20 + 11, total 31[/blockquote]29
[blockquote]Rolled 1d20+11 : 11 + 11, total 22[/blockquote]30
[blockquote]Rolled 1d20+11 : 18 + 11, total 29[/blockquote]31
[blockquote]Rolled 1d20+11 : 14 + 11, total 25[/blockquote]32
[blockquote]Rolled 1d20+11 : 2 + 11, total 13[/blockquote]33
[blockquote]Rolled 1d20+11 : 12 + 11, total 23[/blockquote]34
[blockquote]Rolled 1d20+11 : 11 + 11, total 22[/blockquote]35
[blockquote]Rolled 1d20+11 : 11 + 11, total 22[/blockquote]36
[blockquote]Rolled 1d20+11 : 15 + 11, total 26[/blockquote]37
[blockquote]Rolled 1d20+11 : 2 + 11, total 13[/blockquote]38
[blockquote]Rolled 1d20+11 : 15 + 11, total 26[/blockquote]39
[blockquote]Rolled 1d20+11 : 15 + 11, total 26[/blockquote]40
[blockquote]Rolled 1d20+11 : 20 + 11, total 31[/blockquote]41
[blockquote]Rolled 1d20+11 : 19 + 11, total 30[/blockquote]42
[blockquote]Rolled 1d20+11 : 6 + 11, total 17[/blockquote]43
[blockquote]Rolled 1d20+11 : 19 + 11, total 30[/blockquote]44
[blockquote]Rolled 1d20+11 : 7 + 11, total 18[/blockquote]45
[blockquote]Rolled 1d20+11 : 13 + 11, total 24[/blockquote]46
[blockquote]Rolled 1d20+11 : 9 + 11, total 20[/blockquote]47
[blockquote]Rolled 1d20+11 : 2 + 11, total 13[/blockquote]48
[blockquote]Rolled 1d20+11 : 10 + 11, total 21[/blockquote]49
[blockquote]Rolled 1d20+11 : 13 + 11, total 24[/blockquote]50
[/spoiler]
#4
Roleplays / D&D 5E Campaign set in Forgotten Realms
January 13, 2019, 01:45:21 PM
Been reading all the 5E manuals lately and I'd like to try running a few games to see how it is. Looking for 4 players who'd like to roll a character and join me.

I plan on doing a 1-off to start and then I have an in-depth campaign idea I'd like to run after that. All types of characters will be welcome. If you like to swing at anything that speaks to you, or if you like to charm your way out of encounters, I plan on having opportunities for multiple different paths to be taken.

If I can find 4 people, these will be 5 man games. I need a minimum of three people(plus one who's not on the forums yet) before I'll be ready to start.

If these go well and there's interest I'll likely make it a regular thing, as well as branching into 3.5 dm'ing for Galas'nor. Thanks!
#5
The Guild of Galas'nor / Not another riddle....
June 28, 2016, 10:58:18 PM
[spoiler]I think I wanna get in on this mini mission stuff XD.[/spoiler]

[info]This mini-mission is for up to two players. One character per person. A second player has 3 days from the time the first player joins to join. If a second player doesnt join in that time, the mission will start and be closed to newcomers. 30g and a suprise reward await.[/info]

Posted on the guild board is a most unusual document.



Discarded in the street, this parchment was picked up by a guild member. When they failed to solve the riddle they brought it back to the guild, hanging it on the board. Although its been stepped on, iss poorly worded, and doesn't rhyme, your curiosity gets the better of you. Being more clever then the original member who found it, you find yourself on Crastman Lane just before midday, knowing that the reference to "10 craftsman" is a reference to the 10 shops set up on this lane.

Now if only you could figure out what the rest of the mad ramblings mean....
#6
Races and Classes / Shadowcaster 2.0?
June 15, 2015, 05:28:56 PM
I've been wanting to use the various magics from Tome of Magic for a while now, but they seem largely underpowered. From a fantasy and RP viewpoint, the ideas behind their construction are amazing and I think the roleplay would be quite fun, but from a mechanics standpoint they just seem very underwhelming.

I was searching around for good shadowcaster fixes and adaptations for pathfinder, and I found this particular take on it. From what I understand, the person who did this tried to meld the Warlock and the Shadowcaster, with slight alterations to both. This is the link to the original thread http://brilliantgameologists.com/boards/index.php?topic=12234.0 .

Now in that thread a couple people debate the merrits and balance of the class, and you can see that the OP has toned down the class somewhat, but I wanted to see what people here thought of the balance.

So any comments on if its balanced or why not, suggestions on how to balance it, and why you would make the changed you suggest are greatly appreciated :)

QuoteThe Shadowcaster


"This vast, dark dimension, a coffers holding limitless power, has remained largely unknown and untapped for centuries. I stand on the precipice of this abyss, staring deeply into forces so old that stars uncountable have winked out before their unravelling dark, and I am in control. Of myself and of these potent energies. What other mage can make such a boast?"  - Dorian Strange, Dark Human Shadowcaster.

Alignment: Any
Hit Die: 1d6

For reference, and to lessen confusion, keep in mind that serial numbers have been filed off here. Mysteries are what used to be Invocations according to the Warlock. Spells are what used to be Mysteries according to the Shadowcaster. This is because the way mysteries used to work was retarded and incredibly restrictive, so I just made them spells and that seems to correct a large amount of problems.

After that, trying to keep some of the flavor, I felt at-will shadow powers could still definitely be called mysteries, thus I changed the name of the ability from invocations to mysteries. This Shadowcaster's Mysteries work almost exactly like a Warlock's invocations worked.

Most of the old mysteries (that are now spells) have been altered, sometimes dramatically, so it helps to have Tome of Magic open and to check out the changes made when evaluating this class.


Class Skills (4 + Int modifier): Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (Any; taken separately), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, and Use Magic Device.

Weapon and Armor Proficiencies: A Shadowcaster is proficient with all simple weapons and with light armor, but not with shields.

Spells: A Shadowcaster casts arcane spells in the same way a Wizard does. He knows each spell on the Shadowcaster spell list (given below), but must prepare a number of them for the day, a process which requires 1 hour of meditation. Given his pseudo-supernatural connection with his spells, a Shadowcaster may cast his spells while wearing light armor without risking arcane spell failure.

His bonus spell slots per day and the saving throw DCs of his spells are determined by his Charisma modifier. A Shadowcaster must have an Intelligence score of at least 10 + spell level to prepare or cast any spell.

At 4th level and every four levels there after a Shadowcaster may add any spell with the [Shadow], [Acid], [Cold], or [Fire] descriptors to his spell list so long as it has a spell level no higher than his highest available spell. Any [Acid], [Cold], or [Fire] spell cast by a Shadowcaster gains the [Shadow] descriptor and deals half its damage (if any) as negative energy.

Shadowcaster Spell List

[spoiler]* - These spells have been altered from their original state as printed in Tome of Magic (see spoiler after spell list).

1st - Bend Perspective (ToM)*, Black Fire (ToM)*, Carpet of Shadow (ToM)*, Caul of Shadow (ToM)*, Life Fades (ToM)*, Mesmerizing Shade (ToM)*, Nightshield (SC), Ray of Enfeeblement, Shadow Binding (SC), and Voice of Shadow (ToM)*.

2nd - Afraid of the Dark (ToM), Bolster (ToM), Congress of Shadows (ToM), Darkfire (SC), Flesh Fails (ToM)*, Resist Energy, Shadow Cache (SC), Shadow Skin (ToM)*, Sight Eclipsed (ToM)*, and Thoughts of Shadow (ToM).

3rd - Clinging Darkness (ToM)*, Dancing Shadows (ToM), Dispel Magic, Flicker (ToM), Gaseous Form, Shadow Vision (ToM)*, Umbral Touch (ToM)*, and Waves of Fatigue.

4th - Aura of Shade (ToM)*, Curtain of Shadows (ToM), Greater Life Fades (ToM)*, Languor (ToM)*, Shadow Conjuration, Shadow Storm (ToM)*, Step Into Shadow (ToM), and Unveil (ToM).

5th - Break Enchantment, Echo Spell (ToM)*, Ghost Dragon's Breath1, Pass Into Shadow (ToM), Shadow Evocation, Warp Spell (ToM)*, and Waves of Exhaustion.

6th - Feign Life (ToM), Forbiddance, Greater Dispel Magic, Greater Flesh Fails (ToM)*, Power Word Blind, and Voyage Into Shadow (ToM).

7th - Dark Soul (ToM)*, Ephemeral Image (ToM), Finger of Death, Greater Shadow Conjuration, Truth Revealed (ToM), and Umbral Body (ToM)

8th - Far Sight (ToM), Flood of Shadow (ToM), Greater Shadow Evocation, Shadow Plague (ToM)*, Soul Puppet (ToM), and Tomb of Night (ToM)*

9th - Army of Shadow (ToM)*, Consume Essence (ToM), Ephemeral Storm (ToM), Reflection of Things to Come (ToM), Shadow Surge (ToM)*, Shadow Time (ToM).[/spoiler]

Altered spell Effects

[spoiler]Army of Shadow - Summon 4d6 Shadows (MM), 2d6 Wights (MM), 1d6 Elder Shadow Elementals (ToM), and 1 Nightcrawler (MM). The rest is as normal.
Aura of Shade - As normal + Creatures that attack the affected creature with non-reach weapons area dealt 1d6 cold damage. Creatures grappling with the affected creature are dealt 6d6 cold damage per round.
Bend Perspective - As normal except that you may switch the viewpoint as a free action up to twice per round (even when it's not your turn) and doing so doesn't reduce the duration.
Black Fire - Loses the [Cold] descriptor. Gains the [Fire] descriptor. Area is up to five 5ft squares and up to five extra 5ft squares per four caster levels. The damage is Fire and caps at 5d6 (minimum 1d6). While the spell is in effect you may spend a move action on your turn to rearrange the spell's area. The rest is as normal.
Carpet of Shadow - Area is a 20ft radius spread. Any creature that passes through an affected square must succeed on a Fortitude save or be sickened for 1 round. The rest is as normal.
Caul of Shadow - Duration is 10 minutes/level. For the duration you also gain a +6 bonus to Hide and Move Silently checks. The rest is as normal.
Clinging Darkness - Creatures in the area of the spell when it is cast and creatures that later enter that area are dealt 1d6 cold damage per round even if they successfully save. For the duration of the effect, any creature that failed its initial save against the spell must continue to make saves against the Immobilized condition even if they are no longer within the area. The rest is as normal.
Dark Soul - Duration is 1 minute/level. When you focus the shadow energies on one living creature and that creature fails its save you control it as if via Dominate Monster. The rest is as normal.
Echo Spell - You may echo a spell or mystery of any level, up to the highest level of spell you are capable of casting. The rest is as normal.
Flesh Fails - Deals 4 Strength damage and 4 Dexterity damage and 2 Constitution damage. The rest is as normal.
Greater Flesh Fails - Deals 2d4+4 Strength damage, 2d4+4 Dexterity damage, and 1d4+2 Constitution damage.
Life Fades - No saving throw. Victim is Fatigued until it rests for 8 hours and the effect can stack with itself. The rest is as normal.
Greater Life Fades - No saving throw (see text). Range changes to Touch, Target changes to Creature Touched. Victim is Exhausted until it rests for 1 hour, then it is Fatigued. If the touched victim is already Exhausted it may make a Fortitude saving throw to avoid falling Unconscious for 1d4 hours. If the save fails the victim is Exhausted after it awakens.
Mesmerizing Shade - Duration 1d6+1 rounds. The rest is as normal.
Shadow Plague - Not much like Incendiary Cloud at all. As Solid Fog except that each round creatures within are dealt 4d6 cold damage and must succeed on a Fortitude save to avoid gaining 1 negative level each round. The rest is as normal.
Shadow Skin - As normal except that the Duration is 1 round/level.
Shadow Storm - Loses the [Electricity] descriptor, range increases to Long (400ft +40ft/level). The storm deals 1d6 cold damage per level (max 20d6). It deals no electricity damage (but it is shot through with red bolts of negative energy). Targets must succeed on a Will save to avoid being Frightened for 3 rounds (if primary target) or being Shaken for 3 rounds (if secondary targets). The rest is as normal.
Shadow Surge - Duration changes to 1d4 rounds. The rest is as normal.
Shadow Vision - As normal, except that all creatures (not just you) have total concealment with respect to the subject.
Sight Eclipsed - As normal, except that Range changes to Touch, Target changes to Creature Touched.
Tomb of Night - As normal, except that the creature gains 1d4 negative levels in addition to taking Constitution damage if it fails to escape.
Umbral Touch - As normal, except omit entirely the paragraph discussing how the spell occupies one of your hands. That is all rubbish and no longer applies. Oh, and the Slowed effect lasts 1d4 rounds.
Voice of Shadow - Duration changes to 1 round/level. The rest is as normal.
Warp Spell - As normal, except that if you succeed on the opposed check you may gain control of the spell rather than counter it, assigning its range, area, targets, and all other parameters as if you cast it yourself. If you choose to counter the spell you recall a single spell you had prepared that day but already cast as if using a Pearl of Power. You may only recall spells in this way that you consider supernatural abilities (see Mysteries).[/spoiler]

New Spell
[spoiler]Ghost Dragon's Breath
Evocation (Compulsion) (Shadow) [Cold] [Mind-Affecting]
Level: Shadowcaster 5
Components: S
Casting Time: 1 standard action
Range: Personal
Area: 120ft cone emanating from you
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: No

You open your mouth and release a howling wave of dark energy dealing damage to creatures in the area as if they were struck by your Shadowblast. Creatures damaged in this way are entitled to Will save to avoid being Blinded and Deafened (permanently) and Confused for 1 round per level, but a successful save does not reduce the damage dealt.

You may omit any number of 5ft squares from the area of Ghost Dragon's Breath.[/spoiler]
Mysteries: In addition to casting spells, a Shadowcaster unravels arcane Mysteries, tapping inexhaustible supernatural powers. At first level a Shadowcaster knows a single Apprentice Mystery (see the lists below) he learns an additional Mystery as detailed in the Mysteries column of the table above.

A Shadowcaster may use his Mysteries at will. The saving throw against any Mystery is made against DC 10 + 1/2 Shadowcaster level + Charisma modifier. A Shadowcaster's Mysteries do not allow spell resistance. Like his spells, a Shadowcaster must have an Intelligence score of at least 10 + spell level to use any Mystery.

At any level when a Shadowcaster learns a new Mystery he can also replace a Mystery he already knows with one of the same or a lower grade (the grades of his Mysteries are Apprentice, Initiate, Greater, and Master).

Unlike normal supernatural abilities, a Shadowcaster's Mysteries have somatic components and can be disrupted (Concentration checks may be made to avoid disruption). Mysteries that mimic a spell's effects gain somatic components if they didn't have them before and lose any other components they normally have, but otherwise retain all normal costs and qualities. A Shadowcaster's Mysteries are subject to arcane spell failure.

When a Shadowcaster gains a level in any prestige class that advances arcane spellcasting he adds his levels in that class to his Shadowcaster levels to determine his Mysteries known and the highest grade of Mysteries he is able to learn.

Starting at 6th level may a Shadowcaster learn Initiate Mysteries, and his 1st level spells are considered supernatural abilities for all situations in which it would be advantageous (but not is situations where it would be a disadvantage). These spells are still prepared as normal, and they still take up spell slots. They have a casting time of 1 standard action (or less), they automatically overcome spell resistance, and have a save DC of 10 + 1/2 Shadowcaster level + Charisma modifier. They gain somatic components if they didn't have them before, but lose any other components they previously had. They may be disrupted as normal and otherwise retain all normal costs and qualities.

Starting at 11th level he may learn Greater Mysteries, and his 2nd level spells are considered supernatural abilities.

Starting at 16th level he may learn Master Mysteries, and his 3rd and 4th level spells are considered supernatural abilities.

Shadowcaster Mystery Lists

[spoiler]Apprentice - Baleful Utterance, Beguiling Influence, Breath of the Night, Call of the Beast (CM), Darkness, Eldritch Glaive (DM), Eldritch Spear*, Entropic Warding, Frightful Blast, Hammer Blast (CM), Leaps and Bounds, Miasmic Cloud, Otherworldly Whispers (CM), Scalding Gust (DM), Sickening Blast, Spiderwalk, Summon Swarm

* - Eldritch Spear changes the range of your Shadowblast to Long (400ft + 40ft/level).

Initiate - Baneful Blast (CM), Beshadowed Blast, Brimstone Blast, Charm, The Dead Walk, Dread Seizure (DM), Eldritch Chain, Eldritch Line (DM), Fell Flight, Flee the Scene, Frightful Presence (DM), Hellrime Blast, Hungry Darkness, Voidsense, Walk Unseen, Wall of Gloom, Weighty Utterance (DM)

Greater - Aura of Flame (DM), Bewitching Blast, Caustic Mire (CM), Chilling Fog (DM), Chilling Tentacles, Enervating Shadow, Hellspawned Grace (CM), Hindering Blast (CM), Noxious Blast, Repelling Blast, Tenacious Plague, Vitriolic Blast, Wall of Perilous Flame, Warlock's Call

Master - Binding Blast (CM), Dark Discorporation, Dark Foresight, Eldritch Doom, Energy Immunity (DM), Path of Shadow (DM), Retributive Invisibility, Steal Summoning (CM), Utterdark Blast[/spoiler]

Shadowblast (Su): Before a Shadowcaster has cast even his first mysteries he develops a more crude, but no less infinite, power, his Shadowblast. With his Shadowblast, a Shadowcaster attacks foes with eldritch power, using baleful energy to deal damage and scour foes with negative effects.

Shadowblast is a ranged touch attack with medium range (100ft +10ft/caster level) that deals 1d6 damage at 1st level and an additional 1d6 damage every two levels after 1st. Anytime it would be advantageous to do so a Shadowblast deals either cold or negative energy damage (though undead never regain hit points from a Shadowblast), but otherwise it deals untyped damage from raw supernatural power.

A Shadowblast is not subject to spell resistance and though there is no saving throw to reduce or resist the damage dealt by a Shadowblast if a spell or mystery would add a special effect to it there may be a saving throw associated with that effect.

Devil's Sight (Su): At 2nd level a Shadowcaster's expertise with the mysterious shadow behind all magic grants him several advantages when dealing with other spells and magical effects.

First, he gains Darkvision out to 60ft and may even see within magical darkness.
Second, he is able to detect the presence of and the direction to any magical auras or spells being cast within 5ft per class level.
Third, he adds his class level to Spellcraft checks made to identify a spell, either as it is being cast or one that is already in effect. He may identify any spell within 5ft per class level regardless of whether he interacts with it or has line of sight to its effects.
Finally, if the Shadowcaster isn't flat-footed, he may attempt to counterspell a spell identified within 5ft per class as it is being cast once per round without having readied an action to do so. If he does, he gives up his standard action in the next round.

Damage Reduction (Su): Starting at 2nd level, a Shadowcaster's body becomes fortified with dark magic granting him Damage Reduction 1/cold iron against attacks. This DR increases by 1 at every fourth level after 2nd. At 10th level his DR may only be overcome by magical cold iron weapons. At 18th level his DR may only be overcome by epic cold iron weapons.

Deceive Item (Ex): 4th level. As Warlock.

Sustaining Shadow (Su): Beginning at 8th level a Shadowcaster no longer needs to eat, sleep, or breathe. He gains a +4 bonus to saving throws against magic Sleep effects, but he must still meditate for 4 hours before he is able to prepare his spells. Additionally, the Shadowcaster regains hit points from negative energy as an Undead creature, but responds to Cure spells and positive energy as normal.

Imbue Item (Su): 12th level. As Warlock.

Umbral Lord (Su): At 20th level a Shadowcaster's very being is suffused with raw supernatural power and his mastery over the shadow of all spells has grown to unsurpassable heights. This grants him a variety of abilities and bonuses.

His type changes to Outsider and his native plane becomes The Plane of Shadow. Within the Plane of Shadow his DR doubles and he gains Fast Healing 10. If the Shadowcaster is ever slain his body disperses into wisps of black smoke and fades away. Within 24 hours the body appears at a random location within The Plane of Shadow and 24 hours after that he is resurrected as if by True Resurrection. A Shadowcaster's resurrection can be prevented by any means that normally interfere with True Resurrection such as a Barghest's Feed attack or similar effects, or by a Wish or Miracle spell cast while touching the body.
At will, as a swift action, he may transform himself into a Nightwalker or an Elder Shadow Elemental as if via a Shapechange spell.
Finally, whenever he successfully counters a spell, the unfortunate victim must succeed on a Reflex save (DC 10 + 1/2 Shadowcaster level + Shadowcaster's Charisma modifier) to avoid being Dimensional Anchor'd (as the spell) and Immobilized for 1d6+1 rounds, and Paralyzed for 1 round.
#7
Masters and Servants / Miyamoto Musashi
May 27, 2015, 10:08:44 PM
Miyamoto Musashi

Appearance:[spoiler][/spoiler]
Musashi is known for wielding two swords simultaneously. He carries a Katana on each hip as well as a wakizashi on his right hip, although he wears no armor preferring a simple kimono. He wears his dark brown hair in a traditional top-knot, although he does not shave the top of his head.

[spoiler]Mythweavers Sheet http://www.myth-weavers.com/sheet.html#id=220193
Reference Google Document (Courtesy of Throndir, Thanks!) https://docs.google.com/spreadsheets/d/1VElYTfySUG6_Wn614LJqfLTZwYBokO1t1jLvgCaNG3g/edit?usp=sharing[/spoiler]


Background: Miyamoto Musashi (宮本 武蔵?, c. 1584 – June 13, 1645), also known as Shinmen Takezō, was an expert Japanese swordsman and rōnin. Musashi, as he was often simply known, became renowned through stories of his excellent swordsmanship in numerous duels, even from a very young age. He was the founder of the Hyōhō Niten Ichi-ryū or Niten-ryū style of swordsmanship and the author of The Book of Five Rings (五輪の書 Go Rin No Sho?), a book on strategy, tactics, and philosophy that is still studied today. He spent his time traveling and engaging in duels. Musashi is said to have fought over 60 duels and was never defeated, although this is a conservative estimate, most likely not accounting for deaths by his hand in major battles.  [spoiler]Taken from http://en.wikipedia.org/wiki/Miyamoto_Musashi[/spoiler]
#8
The Roster (OOC) / Kynnstitia Arch-Warden
May 07, 2015, 08:19:31 PM
#9
Kynnstitia Arch-Warden is the eldest, and only, child of Frein Arch-Warden, Hero General of the Durst Campaign, Commander of the Silver Shield order of Heironeous, and right hand to the king.

Frein is the exemplar of his order. A hero who's served, and commanded, in countless campaigns in Heironeous' name. Risen from the ranks of commoners to become not only the Commander of his order, but also to earning titles of nobility and becoming indispensable to the king as an advisor and military leader.

When Kynnstitia was born Frein was away, in the middle of a five year campaign. When he returned he doted on his daughter as any father would. Kynnstitia recalls this time, though dimly, with fondness, for her relationship with her father would soon change. As the years passed and Frein fathered no sons, he came to the realization that Kynn would be his only heir. Some fathers would become bitter at the lack of a male heir to carry on they're legacy, or perhaps begin finding ways to strengthen his own position by arranging the marriage of his daughter. These thoughts never crossed Frein's mind. If he could father no male heir, than his daughter must be trained to continue his legacy when he was gone.

And so,  from a very young age Kynn began receiving the instruction and training a male heir would. As Kynn grew older and her studies progressed, her relationship with her father changed from that of a familial bond to a very strict military structure. Her father had decades of experience at soldiering and commanding, and more often than not he treated her as any raw recruit. Worse, because his expectations of her were much higher then of any common initiate in his order. To Kynn's credit, she was a fine soldier. She excelled in her studies, particularly history and strategy, and as her body developed so too did her skill with arms. Though she did not possess the physical strength of the men, she won almost every contest with her speed and skill at arms. It was not the life she chose, but it was not a bad life.

However it seemed she could never live up to her fathers expectations. It started with her choice of weapon. Like any other soldier she was trained with a variety of weapons, armor, and shields. She could not wear the heavier plate mail most of the men wore, but her Scale mail left her lighter, more limber, better able to dodge out of reach and dart in to land a strike.  A shield in her hand felt as natural as air in her lungs, and from the very beginning she seemed extraordinarily skilled at expertly deflecting strikes, sending her opponents off balance and opening opportunities for attack. No, her failings were shown in the form of the longsword, the favored weapon of Heironeous. All men of faith gain some increased measure of skill with the favored weapon of their deity, a divine gift most believe. But try as she might, the most Kynn could ever claim is that she wouldn't her own foot off; she was always drawn to shorter weapons such as axes and picks. Her father could never understand her lack of skill with the longsword, but he knew not all warriors followed the same path. He was disappointed, but understanding.

That changed when she began her clerical studies, learning the dogma of Heironeous. Her father had always been a righteous man, very comfortable in his faith and more than willing to espouse it at length to any and all that would listen. She had been raised thinking she was a follower of Heironeous, told she was, and in some part of her mind perhaps she really believed she was. However it wasn't long after her clerical training began when she began to question her own ideas of faith. From the beginning she attacked her studies as she had always, methodically. She studied scripture as she did history, learning names and dates and important events, but always missing that uplifting feeling that she observed in others. She just could not get as excited about her faith as others.

She viewed Heironeous as a great god, benevolent and wise, willing to defend his faithful, just and good. She told herself over and over that she truly loved him, that she believed in him and wanted to serve the same ideals he espoused. However as first one, then multiple years passed in her studies with her unable to have even the most basic prayers for light fulfilled, she began to realize the truth. She believed in the right of the law, in treating others with respect and dignity, helping protect the innocent and feed the hungry, heal the sick and bring to justice all those who would prey on the weak. All this she believed in, all this Heironeous commanded of his faithful, and yet she could not bring herself to worship him. Sadly, it was all to apparent to her father as well.

His entire life had been in service to Heironeous, all his accomplishments attributed to his faith and devotion. He could not view his daughter as anything but a failure if she was not one of the faithful. He became even more distant, avoiding her altogether. For her part she redoubled her efforts at arms, becoming the most skilled warrior not yet raised to knighthood. For years she worked and worked, and she found great success in her efforts, but nothing she did could compensate for her her failures in her fathers eyes.

Finally, knowing she could learn no more in the order, and that she could never advance farther without Heironeous' acceptance, she left home. She told herself she would travel far and wide, becoming stronger, doing good and protecting people, forging her own heroic stories. She wouldn't return home until her father could be proud of her once more.
#10
The Roster (OOC) / [Fighter-Thief] Dahlia the Black
August 18, 2014, 09:13:23 PM
#11
The Roster (OOC) / [Samurai] Crux
August 18, 2014, 09:12:07 PM
#12
Races and Classes / Nature's Champion
January 20, 2014, 02:35:47 PM
Decided to create this class the other day. Please check it out and give me feedback on its quality, and whether it needs further balancing or not.

https://docs.google.com/document/d/1E7TxkGqi6OUbnYd0i9hOJY3aB3L_vv9CRiGF09aqi_M/pub
#13
Finished Transactions / Flander's Fletching!
January 18, 2014, 07:16:04 PM
As you step into the shop, your assaulted by the multitude of items lining the walls and covering the four tables set in the middle of the room.

On the walls are various Bows and Crossbows, on the tables sit arrows and bolts of all kinds, and in buckets in the corners and propped up against the walls are javelins, throwing knives, thrown axes and more.

Turning from a table where sit a plethora of feathers, string, wooden shafts for arrows, woodworking tools, and more, a man see's you entering.

A broad smile lines his face as he welcomes you, "Welcome friends! Come on in! Feel free to browse, Everything you see is for sale, and if you don't see it here, I might have it in the back, and if I don't have it in the back, I can make it special order for you! Whatever your need is just keep in mind,  if you like to keep a distance, always stay close to Flander's Fletching!

QuoteYou may sell items to this shop if it's something you think they would buy. The shopkeepers use their own discretion if they want to buy it and think they can still make a profit. The price that they will always accept is roughly 30% of the items price. There may be cases where they pay for higher. It's more advisable to trade with players.
#14
Tales of the Guild (IC) / Roots....
January 16, 2014, 07:45:41 PM
This is a Freeform role-play open to Wolfrin and Annia.

Wolfrin cupped a handful of dirt, pulling it away. Another handful followed, and another, until a small hole had been formed. In went the small sapling, and Wolfrin softly pushed the dirt in around the roots patting it down and smoothing it out. Straightening, he looked down at the sapling oak, barely 10 inches tall. One day, he knew, this sapling would dwarf him, would dwarf even those tress around it. Its roots were strong, and with the proper nourishment, it would thrive.

Perhaps I too, should set down roots, that I might thrive?

Shaking his head, he turned to retrieve the small water flask he had. Seizing it, he turned back to the sapling and began to pour water above its roots, wanting to truly be a part of the growth of something so wonderful. His mind however was not at peace. It is not my way. How could I ever hope to make a home in a place like this? I know nothing of this land, even now, and I have a duty to fulfill. I have no right to rest. I will not fail my father or Wolfgar!

Sighing, he finished emptying the flask around the base of the fledgling oak. He set off towards the small stream near where he made camp this night to refill his flask when he was aware of his friend approaching. "Well Buddy, how went the hunt?" He looked at the wolf, his animal companion he had taken to calling 'Buddy' ever since he had found him. His conversations with Buddy were always a little one sided, but he knew that he would never have a companion, animal or otherwise, that he could trust as much as Buddy.

Buddy looked up, golden eyes meeting silver, and Wolfrin knew the feelings were mutual. However, almost immediately Wolfrin noticed that Buddy carried no rabbit, not squirrel, nor any dinner for the night. Curious, Wolfrin met his friends gaze once more, and that's when he felt it. Something, some message, some hint in the wolfs bearing, some instinct was telling him something was out of the ordinary. Why else would he return without food?

Wolfrin nodded to Buddy, and the wolf wheeled around, trotting off into the trees. Wolfrin followed close behind anxious to see where Buddy would lead him.
#15
Fenris, hero of the Third Chaos War, was traveling around searching for The Guild of the Righteous, when he came upon a small village in Amathest, called Contralid, and stopped to rest. There he fell in love with an elven dancer working at the inn, The Travelers Destiny, he stopped to rest in.The Elven maiden went by the name of Sylfaen Stardancer, and soon after their meeting, a child was born. Fenris? love of Sylfaen overcame his vengeful desires, and so they settled down in that very village.

Sylfaen named the boy Wolfrin with his last name as Fenris, after his father. Both parents did their best to impart in their child their cultures. Fenris taught his son the ways of the warrior and belief in the god of nature, Wolfgar. While Sylfaen instructed Wolfrin in the elven language and Etiquette, and imparted her skill with a bow.

During Wolfrin?s twenty second year, an old enemy of his father found them.The Guild of the Righteous, a very prejudiced, if small guild, was after Fenris once again. Knowing there would be trouble when he learned of their intentions, Fenris went out to meet them. Battling his way through them, he fought to reach their leader, a man named Helexandrios Grimior, or Hex as known by his men. Fenris attacked him, hoping to end the guild's reign and prevent any harm coming to his family. Fenris' sword against Hex's rapier the duel went back and forth for nearly an hour, until Fenris caught Hex off-guard and the duel ended with Helexandrios Grimior's head rolling across the ground. Unfortunately for Fenris some of the guild had been dispatched to deal with his wife and son.

Knowing his family was in danger, Fenris hurried back to his home but, by the time he arrived his wife had been knocked out cold and his son was locked in combat.. Fenris rushed into the battle to save Wolfrin from a blow that would have mortally wounded him, taking the blow for Wolfrin. As Fenris lay close to death upon the floor, Wolfrin took up his fathers sword, a slightly curved single edged sword, known as a katana. Blinded by rage, Wolfrin swung wildly at first, which his opponent, he later found out to be Hex's brother Luther Grimior, easily dodged and rewarded Wolfrin with a long slice along his chest. Fenris watched this and became angry, for he knew that Wolfrin could overcome this amateur swordsman if he would just calm himself and think clearly.

Calling out, Fenris instructed his son to do just this. His father's words broke through Wolfrin's battle rage and he grew calmer, following the techniques he had been taught. As Luther lunged in with his short sword hoping to skewer the half-elf, Wolfrin spun to the side; his sword extended straight out to his side. As Luther came to a stop blood squirted from his neck, his body collapsed and his head came at a stop against one of Fenris' legs.

Kneeling by his fallen father, Wolfrin wept softly as Fenris spoke his final words. Fenris told Wolfrin to say goodbye to his mother for him, and to tell her he loved her. He told Wolfrin to take care of her, and that he loved his son. Finally he bequeathed his sword to Wolfrin, and drawing a last breath, he died, the rays of the beautiful dusk passing over him.

A year passed and Wolfrin felt he could live no longer without his father. He prayed to Wolfgar, asking him, begging him to show him the way to restore his soul. Surprisingly Wolfgar answered Wolfrin's prayers and visited him in his dreams. He explained to Wolfrin a way to regain his father, and bestowed a blessing upon Wolfrin giving him special abilities. When Wolfrin asked his god why he had been blessed in such a way, Wolfgar explained that his father had been his champion, and so too would his son.

Within a week Wolfrin was ready to go, after gathering such as he needed for his journey, and relating the experience to his mother. Wolfrin knew that Sylfaen would be just fine on her own, if lonely, but Sylfaen didn't believe the same of her son. Knowing he would take his father's sword, and with Wolfgars' blessing, she knew she had to give him something to remind him of her. She gifted him a recurve bow she had been shaping since he was ten years old. Finishing the bow a a mere two years past, she had intended to give it to him when he turned fifty, but knew that now was the time. He bid farewell to his mother, stopping only to give her one last hug.

Once gone from his village, the one he had known since birth, a tear trickled down his face as he admired the gift from his mother. Along the grip was carved two words in elven script.

"Never forget"

Resolutely, he tied the bow across his back, and drew his father's sword. He swung it to the sky, watching the sun play off it's perfect surface, and vowed he would return his father's soul.
#16
The Roster (OOC) / [Fighter/Druid] Wolfrin Fenris
January 06, 2014, 04:04:58 PM




Level 1
[spoiler]
Quote
Wolfrin Fenris
Male Half-Elf Fighter/Druid

Level Progression
Level 1
Level 2
Level 3

Age: 24
Height:  5?7?
Weight: 150
Eyes: Silver-Gray (turn Burnished Gold when accessing druidic abilities)
Wolfrin's animal companion (at level 4):



Personality

Background
Fenris, hero of the Third Chaos War, was traveling around searching for The Guild of the Righteous, when he came upon a small village in Amathest, called Contralid, and stopped to rest. There he fell in love with an elven dancer working at the inn, The Travelers Destiny, he stopped to rest in.The Elven maiden went by the name of Sylfaen Stardancer, and soon after their meeting, a child was born. Fenris? love of Sylfaen overcame his vengeful desires, and so they settled down in that very village.

Sylfaen named the boy Wolfrin with his last name as Fenris, after his father. Both parents did their best to impart in their child their cultures. Fenris taught his son the ways of the warrior and belief in the god of nature, Wolfgar. While Sylfaen instructed Wolfrin in the elven language and Etiquette, and imparted her skill with a bow.

During Wolfrin?s twenty second year, an old enemy of his father found them.The Guild of the Righteous, a very prejudiced, if small guild, was after Fenris once again. Knowing there would be trouble when he learned of their intentions, Fenris went out to meet them. Battling his way through them, he fought to reach their leader, a man named Helexandrios Grimior, or Hex as known by his men. Fenris attacked him, hoping to end the guild's reign and prevent any harm coming to his family. Fenris' sword against Hex's rapier the duel went back and forth for nearly an hour, until Fenris caught Hex off-guard and the duel ended with Helexandrios Grimior's head rolling across the ground. Unfortunately for Fenris some of the guild had been dispatched to deal with his wife and son.

Knowing his family was in danger, Fenris hurried back to his home but, by the time he arrived his wife had been knocked out cold and his son was locked in combat.. Fenris rushed into the battle to save Wolfrin from a blow that would have mortally wounded him, taking the blow for Wolfrin. As Fenris lay close to death upon the floor, Wolfrin took up his fathers sword, a slightly curved single edged sword, known as a katana. Blinded by rage, Wolfrin swung wildly at first, which his opponent, he later found out to be Hex's brother Luther Grimior, easily dodged and rewarded Wolfrin with a long slice along his chest. Fenris watched this and became angry, for he knew that Wolfrin could overcome this amateur swordsman if he would just calm himself and think clearly.

Calling out, Fenris instructed his son to do just this. His father's words broke through Wolfrin's battle rage and he grew calmer, following the techniques he had been taught. As Luther lunged in with his short sword hoping to skewer the half-elf, Wolfrin spun to the side; his sword extended straight out to his side. As Luther came to a stop blood squirted from his neck, his body collapsed and his head came at a stop against one of Fenris' legs.

Kneeling by his fallen father, Wolfrin wept softly as Fenris spoke his final words. Fenris told Wolfrin to say goodbye to his mother for him, and to tell her he loved her. He told Wolfrin to take care of her, and that he loved his son. Finally he bequeathed his sword to Wolfrin, and drawing a last breath, he died, the rays of the beautiful dusk passing over him.

A year passed and Wolfrin felt he could live no longer without his father. He prayed to Wolfgar, asking him, begging him to show him the way to restore his soul. Surprisingly Wolfgar answered Wolfrin's prayers and visited him in his dreams. He explained to Wolfrin a way to regain his father, and bestowed a blessing upon Wolfrin giving him special abilities. When Wolfrin asked his god why he had been blessed in such a way, Wolfgar explained that his father had been his champion, and so too would his son.

Within a week Wolfrin was ready to go, after gathering such as he needed for his journey, and relating the experience to his mother. Wolfrin knew that Sylfaen would be just fine on her own, if lonely, but Sylfaen didn't believe the same of her son. Knowing he would take his father's sword, and with Wolfgars' blessing, she knew she had to give him something to remind him of her. She gifted him a recurve bow she had been shaping since he was ten years old. Finishing the bow a a mere two years past, she had intended to give it to him when he turned fifty, but knew that now was the time. He bid farewell to his mother, stopping only to give her one last hug.

Once gone from his village, the one he had known since birth, a tear trickled down his face as he admired the gift from his mother. Along the grip was carved two words in elven script.

"Never forget"

Resolutely, he tied the bow across his back, and drew his father's sword. He swung it to the sky, watching the sun play off it's perfect surface, and vowed he would return his father's soul.




QuoteWolfrin Fenris
Level 1 Male Half-Elf Fighter/Druid
True Neutral

STR:18 ( 4)
DEX: 15 ( 2)
CON: 14 ( 2)
INT: 13 ( 1)
WIS: 17 ( 3)
CHA: 11 ( 0)

Size: Medium
Skin: Pale
Eyes: Silver-Gray (turn Burnished Gold when accessing druidic abilities)
Hair: Silvery-White.

Fighter/Druid Hit Die: d10
Hitpoints: 12
Hitpoints per level: 1d10  2 (con)
Level Adjustment:  0

Speed: 30 ft.
Armor Class: 10  0 (none)  2 (dex)  2 (defensive fighting) = 14
Armor Class: 10  0 (none)  2 (dex) = 12
Touch Armor Class: 10  2 (dex) = 12
Flat Footed Armor Class: 10  0 (none) = 10

Armor Check Penalty: -0 (none) = -0

Fortitude save:  2 (class)  2 (con) =  4
Reflex save:  0 (class)  2 (dex) =  2
Will save:    2 (class)  3 (wis) =  5

Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
vs Enchantments:  2

BAB:  1
Attack (melee, katana  1):  1 (BAB)  4 (str)  1 (weapon focus katana) =  6 (18-20 x2)
Attack (melee, dagger):  1 (BAB)  4 (str) =  5 (19-20 x2)
Attack (missile):  1 (BAB)  2 (dex) =  3
Attack (missile, composite longbow  1):  1 (BAB)  2 (dex) =  3 (x3)
Attack (unarmed):  1 (BAB)  4 (str) =  5
Attack (defensive fighting): -4
Damage (Wolf's Fang - katana  1, 1h): 1d10  4 (str)
Damage (Wolf's Fang - katana  1, 2h): 1d10  6 (str)
Damage (Alanas Memoir - composite longbow  1 (max 4 strength)): 1d10  4 (str)
Damage (dagger): 1d4  4 (str)
Damage (unarmed): 1d4 (non lethal)   1d4 (strength damage)

Equipment:
Wolf's Fang (Katana  1)
Alanas Memoir (Composite Longbow  1 (max 4 strength)),
Winter Wolf Skin
Leather Boots. (Guild symbol branded into the leather on the outside of either boot.)


Equipment Cost
Katana  1, masterwork, keen: 150 (base)   300 (masterwork)   250 (keen) = 700
Composite longbow  1, darkwood, masterwork: 500 (base)   300 (masterwork)   250 (enhancement  1) = 1050

Spell DC: 10  3 (wis)   spell level

Grapple check:  1 (BAB)  4 (str) = 5

Light load: 100 lb. or less 
Medium load: 101?200 lb.
Heavy load: 201?300 lb.
Lift over head: 300 lb.
Push or drag: 1500 lb.

Languages: Common, Elven, Sylvan, Druidic.

Special Features:
Immune to magical sleep (Half-Elf)
Low-light vision (Half-Elf)
Enchantment resistance (Half-Elf) -  2 vs Enchantments
Animal Companion (Druid 1) - Winter Wolf
Nature Sense (Druid 1) - A druid gains a  2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Druid 1) - A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person.

Feats:
Weapon Focus (Level 1) -  1 Bonus on attack rolls with selected weapon. (Katana)
Exotic Weapon Proficiency (Katana) (Fighter 1) - No penalty on attacks with specific exotic weapon.
Combat Expertise (Bonus Feat - Flaw) - May take penalty to attack to increase AC.
Dodge (Bonus Feat - Flaw) -  1 Dodge bonus to AC against selected target.

Traits: (Choose 2 traits, remove the rest)
Child of Nature - You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home.

Benefits: You gain a  2 trait bonus on Survival checks to find food and water, and a  1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Uncivilized - You relate better to animals than you do to people.
Benefit: You gain a  1 bonus on Handle Animal checks and wild empathy checks.
Drawback: You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.
Roleplaying Ideas: Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations.

Flaws:
Love of Nature - You do not wish harm upon any natural creature
Drawback: When attacking a creature with the animal, plant, or vermin type, you may only make attacks that deal nonlethal damage.
Benefit: Bonus Feat

Honorable Fighter - You do not like fighting opponents who are armed with lesser weapons.
Effect: Whenever you are wielding a weapon and attack an opponent who is not wielding a weapon, you take a -5 penalty to attacks. If your opponent has natural weapons like fangs and claws, ignore this penalty.
Roleplaying Ideas: "Pick up your sword. I will not fight an unarmed man."
Benefit: Bonus Feat

Skills
20 skill points at level 1
5 skill points per level after
(*)Denotes a Fighter class skill
(**)Denotes a Druid class skill
Strikethrough denotes untrained skill

Total skill points: 20
Unused skill points: 0
Max skill ranks in a skill: 4

Ranks used
2 Craft
2 Profession
1 Survival
4 Knowledge (Nature)
1 Heal
4 Concentration
1 Sleight of Hand
4 Handle Animal
1 Spellcraft
_________
20 total

Appraise INT:  1 (int) = 1
Balance DEX:  2 (dex) = 2
Bluff CHA:  0 (cha) -1 (uncivilized) = -1
(*)Climb STR:  4 (str) = 4
(**)Concentration CON:  2 (con)  4 (skill ranks) = 6
(*)(**)Craft (Fletching) INT:  1 (int)  2 (skill ranks) = 3
Decipher Script:  1 (int) = 1
(**)Diplomacy CHA:  0 (cha) -1 (uncivilized)  2 (half elf) = 1
Disable Device:  1 (int) = 1
Disguise CHA:  0 (cha) = 0
Escape Artist DEX:  2 (dex) = 2
Forgery INT:  1 (int) = 1
Gather Information CHA:  0 (cha) -1 (uncivilized)  2 (half elf) = 1
(*)(**)Handle Animal CHA:  0 (cha)  1 (uncivilized)  4 (skill ranks) = 5
(**)Heal WIS:  3 (wis)  1 (skill ranks) = 4
Hide DEX:  2 (dex) = 2
(*)Intimidate CHA:  0 (cha) = 0
(*)Jump STR:  4 (str) = 4
Knowledge (arcana) INT:  1 (int) = 1
Knowledge (architecture):  1 (int) = 1
Knowledge (dungeoneering):  1 (int) = 1
Knowledge (geography):  1 (int) = 1
Knowledge (history):  1 (int) = 1
Knowledge (local):  1 (int) -2 (child of nature) = -1
(**)Knowledge (nature):  1 (int)  1 (child of nature)  4 (skill ranks) = 6
Knowledge (nobility and royalty) INT:  1 (int) = 1
Knowledge (religion) INT:  1 (int) = 1
Knowledge (the planes):  1 (int) = 1
(**)Listen WIS:  3 (wis)  1 (half elf) = 4
Move Silently DEX:  2 (dex) = 2
Open Lock DEX:  2 (dex) = 2
Perform (?) CHA:  0 (cha) = 0
(**)Profession (animal handler) WIS:  3 (wis)  1 (skill ranks) = 4
(**)Profession (Guide) WIS:  3 (wis)  1 (skill ranks) = 4
(*)(**)Ride DEX:  2 (dex) = 2
Search INT:  1 (int)  1 (half elf) = 2
Sense Motive WIS:  3 (wis) = 3
Sleight of Hand DEX:  2 (dex)  1/2 (skill ranks)  = 2.5
(**)Spellcraft INT:  1 (int)  1 (skill ranks) = 2
(**)Spot WIS:  3 (wis)  1 (half elf) = 4
(**)Survival WIS:  3 (wis)  2 (child of nature)  1 (skill ranks) = 6
(*)(**)Swim STR:  4 (str) = 4
Tumble DEX:  2 (dex) = 2
Use Magic Device CHA:  0 (cha) = 0
Use Rope DEX:  2 (dex) = 2

Spells Known
Level 0 Choose 3 spells.
Light - Object shines like a torch.
Stabilize - Cause a dying creature to stabilize.
Guidance -  1 on one attack roll, saving throw, or skill check.

Level 1
Wood Wose - Nature spirit does simple tasks for you.

Spells Per Day
Level 0: 3, unlimited casting
Level 1: 1  1 (wis)
Level 2:  1 (wis)
Level 3:  1 (wis)
Level 4:  1 (wis)

Planned Progression
1: Fighter/Druid
2:  Fighter/Druid
3:  Fighter/Druid
4: Druid
5: Druid (for wild shape ability)
6: Fighter (for lvl 4 requirement for some nice fighter feats)
7: Custom Class
8: Custom Class
9: Custom Class
10: Custom Class

Additional Info
Wolf?s Fang: Katana Blessed by Wolfgar, giving the blade a gold appearance in the process, ensuring the weapon will never break, the blade never dull, the shine never fade.

Wolf?s Fang History: Wolf?s Fang, received and named by Fenris when completing his coming of age Trials. Wolf?s Fang is a Katana, a style of sword made only by the Tribe of Lunos, in Kirin. Blessed in a ceremony at the end of the trials, the sword is dedicated to Wolfgar.

Special Abilities:
Unbreakable ( 1), any damage done to the weapon is ignored.

Alanas Memoir: Darkwood Longbow

Alanas Memoir History: Hand made by Sylfaen Stardancer, Sylfaen cast the Ironwood enchantment upon this bow every day for 10 straight years until the enchantment sank into the very fabric of the wood and became permanent. Two Elven words are carved into the wood just above the handle, that translate into common in the form of " Never Forget."

[/spoiler]

Wolf Animal Companion
[spoiler]
Quote
Buddy

No picture.

Background
?


QuoteBuddy
Buddy
Neutral

STR: 13 ( 1)
DEX: 15 ( 2)
CON: 15 ( 2)
INT: 5 (-3)
WIS: 12 ( 1)
CHA: 6 (-2)

Size: Medium
Type: Animal

Hit Dice: 2d8 4
Hitpoints per level: 1d8  2 (con)  2 (raised from birth)
Hitpoints: 17
Initiative:  2
Speed: 50 ft. (10 squares)

Armor Class: 10  2 (natural)  2 (dex) = 14
Touch Armor Class: 10  2 (dex) = 12
Flat-footed Armor Class: 10  2 (natural) = 12

Fortitude save:  2 (con)  2 (lv 1)  1 (lv 2) = 5
Reflex save:  2 (dex)  2 (lv 1)  1 (lv 2) = 5
Will save:  1 (wis) = 1

BAB:  1
Attack (melee, bite):  1 (BAB )  1 (str)  1 (weapon focus) =  3
Damage (melee, bite): 1d6  1 (str)
Space/Reach:5 ft./5 ft.

Grapple:  1 (BAB)  1 (str) = 2

Special attacks: Trip
   
Feats:  Track, Weapon Focus (bite)

Special abilities: Lowlight vision, scent

Special features:
Raised from birth ( 2 HP per each HD, 3 more ability points as compared to a regular wolf of his race).

Skills:
Total skill ranks: 2
Skill ranks at level 1: 1
Skill points per level: 1
Unused skill ranks: 0

Hide DEX:  2 (dex) = 2
Listen WIS:  1 (wis)  2 (skill ranks) = 3
Move Silently DEX:  2 (dex)  1 (racial) = 3
Spot WIS:  1 (wis)  2 (racial) = 3
Survival WIS:  1 (wis) = 1

Tricks known:
Attack
Come
Down
Fetch
Heel
Guard
Track

[/spoiler]