IN-Progress




META
Character Name:Full Character Name
Displayed Name:Displayed RPOL Character name
Character Race:Human
RPOL Player:GM Controlled NPC
Start Date:2024-00-00
Concept:
Setting:Fantasy
World:Generic
Power:Level 20 (Starting)
GMDrew0500
RMAIL
LFG URL
World Laws
  • Pathfinder Epic Fantasy 25 point buy for Attributes (http://jody-white.com/pathfinder-ability-score-calculator.php);
  • Self-Development Half cost (Which grants ability score improvements every even level);
  • Bonus Feat every odd level



Character Build Break Down


[Anchor RACE] -top-


Racial Write-up
Species:Human (Noble-blooded)
06Excellent Studies (Fast Learner, Specialized in Skills, for 2 skill points per level)
06Ingenuity (Bonus Feat)
12Superior Blessing (+4 to a single ability score)
06Adaptable (+2 Bonus to any other ability score)
01Multilingual (One bonus language known)
3131 of 31 for a +0 ECL Race

[Anchor CP] -top-


Character Points
456Base Level 18Level 0 = 24, Level 1 = 24
054FeatsLevels 1, 3, 5, 7, 9, 11, 13, 15, 17,
10Disadvantages(x3)
40DutiesServes her lover
560TOTAL

[Anchor CPE] -top-


Character Point Expenditure
152L1 d20 (16) 2-18 d12 Hit Die
108Warcraft (BAB +18)
03Proficiencies: All Simple Weapons
60Saving Throws (Resist +20, F+7, R+7, W+6)
06Gifted crafter (Create Relics w/ Double Enthusiast, specialized and corrupted - only for personally powered relics reliant on the double enthusiast points)
12Agile Warrior (Augmented Bonus - Add Dexterity for Attack and Damage, specialized only for the Primary Weapon)
06Immortality (Immunity to all effects of aging)
01Gifted Bloodline (Immunity to the XP Cost of the innate enchantments 1 CP)
06Advanced Studies (Adept: Persuasion, Knowledge Nobility, Perception, Acrobatics)
06Destined Bloodline (Witchcraft I w/ Pacts: Corruption, Possession)
360 / 560Total spent

TEMPLATE: Shadow/Darkness (Chelm) (31 CP):
6Rite of Chi with +2 Bonus Uses. Corrupted: it requires at least an hour to call on the protective concealment of darkness and steal the power of The Dragon (6 CP).
6Occult Sense/Darksight. (6 CP).
6Cloaking/Mystical Aura and Powers (6 CP).
6Privilege/May have a second, unique, form of “Wealth” (6 CP).
4Occult Ritual (Corrupted: may only be used at night, 4 CP).
3Fast Learner, Specialized in Knowledges (+2 SP/Level, 6 CP).
3Privilege/May learn Knowledges and Specific Knowledges without having to explain where they’re learning such things. (3 CP)
-6Chelmians suffer from obligations (periodic exotic tribal rituals) and have a poor reputation (they are generally regarded as black magicians) for -6 CP.



Relics (4 max)
1) Open09Innate Enchantment 12 CP
2) Open00
3) Open00
4) Open00

[Anchor MAGIC]  -top-
Innate Enchantments (11,500)
1,400Social Expert L1 (+3 Competence bonus to all Charisma-based Skills)
1,400Graceful Maiden L1 (+3 Competence bonus to all Dexterity-based Skills)
1,400Intellectual Insights L1 (+3 Competence bonus to all Intelligence-based Skills)
1,400Lady Luck's Blessing (+2 Luck bonus to skill and attribute checks)
1,400Naturally Defensive L1 (+4 Bonus to Armor AC)
1,400Impervious L1 (+2 Resistance Bonus to all Saves)
1,400Earth's Bounty (Sustenance effect - has only one-quarter the usual need to eat, sleep, drink, and breathe)
1,400Serpent's Strike (Gain one additional attack at your full BAB which may be taken off-action. Does not stack with any other Haste or additional attack effects.)
0,300Various Outfits (Noble Outfit x2, Ball Gown, Adventuring Outfit)
11,500TOTAL

[Anchor BIO]  -top-



Character BIO



Name:Name
Gender:Male
Age:18
Height:5'4"
Weight:000 lbs
Hair:
Eyes:


What do people see when they glance at you?

What will people find out if they ask around about you?

What will people find out if they talk to you?

What will people find out if they look into your past?


[Anchor ABILITY]  -top-



STAT BLOCK



Ability Scores
StatTotalBaseModifiers
STR14 (+2)13L4 +1
DEX27 (+1)16+4 Racial, L6, L8, L10, L12, L14, L16, L18 (+7)
CON14 (+2)12+2 Racial
INT12 (+1)12
WIS14 (+2)14
CHA14 (+2)13L2 +1
COM10 (+0)10

[Anchor SAVES]  -top-

Saving Throws
SaveTOTALBASESTATMODIFIERS
Fortitude+00+0Resistance +0
Reflex+00+0Resistance +0
Will+00+0Resistance +0
NOTE:
[Anchor COMBAT]  -top-

COMBAT BLOCK
Hit Points00L1 d4 (4)
Initiative+0Dex (0)
Armor Class10 (T:10,F:10Base (10), Dexterity (0), Armor (0)
Speed30'Ground 30'
VisionNormal HumanRace default
COMBAT
Melee+0STR (+0), Warcraft +0
Ranged+0DEX (+0), Warcraft +0
Rapier
To Hit+0/+0Melee (0), Weapon Focus (0)
Damage1dx+0Str (0)


[Anchor SKILLS]  Skills and Languages-top-
Skills
Fast Learner +0
Intelligence +0

Adventure Skills
Skill NameUntrainedStatTOTAL=Rank+Modifier+Misc-Armor Penalty
AcrobaticsYesDex+00=Rank 0 (0)+Dex+0+ -
BluffYesCha+00=Rank 0 (0)+Cha+0+ -
ClimbYesStr+00=Rank 0 (0)+Str+0+ -
DiplomacyYesCha+00=Rank 0 (0)+Cha+0+ -
Disable DeviceNoDex+00=Rank 0 (0)+Dex+0+ -
DisguiseYesCha+00=Rank 0 (0)+Cha+0+ -
Escape ArtistYesDex+00=Rank 0 (0)+Dex+0+ -
FlyYesDex+00=Rank 0 (0)+Dex+0+ -
HealYesWis+00=Rank 0 (0)+Wis+0+ -
IntimidateYesCha+00=Rank 0 (0)+Cha+0+ -
Knowledge (arcana)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (dungeoneering)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (local)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (nature)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (planes)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (religion)NoInt+00=Rank 0 (0)+Int+0+ -
PerceptionYesWis+00=Rank 0 (0)+Wis+0+ -
RideYesDex+00=Rank 0 (0)+Dex+0+ -
Sense MotiveYesWis+00=Rank 0 (0)+Wis+0+ -
SpellcraftNoInt+00=Rank 0 (0)+Int+0+ -
StealthYesDex+00=Rank 0 (0)+Dex+0+ -
SurvivalYesWis+00=Rank 0 (0)+Wis+0+ -
SwimYesStr+00=Rank 0 (0)+Str+0+ -
Use Magic DeviceNoCha+00=Rank 0 (0)+Cha+0+ -
Background Skills
Skill NameUntrainedStatTOTAL=Rank+Modifier+Misc-Armor Penalty
AppraiseYesInt+00=Rank 0 (0)+Int+0+ -
ArtistryYesInt+00=Rank 0 (0)+Int+0+ -
CraftYesInt+00=Rank 0 (0)+Int+0+ -
Handle AnimalNoCha+00=Rank 0 (0)+Cha+0+ -
Knowledge (engineering)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (geography)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (history)NoInt+00=Rank 0 (0)+Int+0+ -
Knowledge (nobility)NoInt+00=Rank 0 (0)+Int+0+ -
LinguisticsNoInt+00=Rank 0 (0)+Int+0+ -
LoreYesInt+00=Rank 0 (0)+Int+0+ -
PerformYesCha+00=Rank 0 (0)+Cha+0+ -
ProfessionNoWis+00=Rank 0 (0)+Wis+0+ -
Sleight of HandNoDex+00=Rank 0 (0)+Dex+0+ -
Adept (Knowlege Arcana, Knowlege Planes, Spellcraft, Concentration)
Skill Specialties: (0)
Specific Knowledges: (1)
Not Trained
tFlyDexN/T=Rank 0 (0)+DEX+3+ -
tDisable DeviceDexN/T=Rank 0 (0)+DEX+0+ -*
tMartial Arts Style 1 (xyz)DexN/T=Rank 0 (0)+DEX+0+ -
tMartial Arts Style 2 (abc)DexN/T=Rank 0 (0)+DEX+0+ -
tMartial Arts Style 3 (efg)DexN/T=Rank 0 (0)+DEX+0+ -
tProfession (occult)WisN/T=Rank 0 (0)+WIS+0+ -*
tControl ShapeWisN/T=Rank 0 (0)+WIS+0+ -*
tProfession (complex)WisN/T=Rank 0 (0)+WIS+0+ -*
tPsicraftIntN/T=Rank 0 (0)+INT+0+ -*
tAutohypnosisWisN/T=Rank 0 (0)+WIS+0+ -*
tLucid DreamingWisN/T=Rank 0 (0)+WIS+0+ -*
[Anchor Language]  -top-

Languages
R:Common
1)OPEN
2)OPEN
3)OPEN
4)OPEN
5)OPEN



[Anchor GEAR]  -top-


Gear/Equipment:


[Anchor HISTORY] -top-


Character fluff / backstory / details















ffw194













Ro

STR: 10
DEX: 20
CON: 10
INT: 14
WIS: 14
CHA: 18


HP: 32
AC: 23
Longsword: +14/+14/+9, 2d8+6



Level 4 (114-124)

Ro (Swordmaster, Mystic Artist)
18 | Mystic Artist (+Rapid, Enduring)
08 | L1d12 (12)
12 | L2-3d10 (20)
18 | +2 All Saves
12 | Innate Enchantment (Mage Armor, Shield, P. Haste, Masters Parry: Block 15 points of damage as an Immediate Action 4x/Day (1600 GP), Fortunate Favor (+2 Luck),
18 | BAB +6 (Specialized/Corrupted - Only for weapons part of a martial art)
02 | Immunity / the need for extra rest and meditation to regain 2 Mana per day instead of 1 (Common, Minor, Trivial, 2 CP).
06 | Enthusiast
03 | Relic  w/ Shaping (Prereq/3 CP) + Dragonfire (6) + Pulse of the Dragon II (12)
06 | FL / Skills
06 | Adept (MA sword, Mystic Artist, Perception, Persuasion)
08 | Ki Focus: 2d6 (8) Mana with Unskilled Magic, Specialized for Increased Effect (only costs a base of one Mana per spell level) and Corrupted for Reduced Cost / Only for Unskilled Magic, only to produce long-term weapon and personal enhancements, requires at least one hour of meditation to “cast” a spell (8 CP). It costs two Mana per Spell Level to create an effect that lasts until released or dispelled, half of which cannot be recovered until the effect ends. So it costs 6 Points to cast a third level effect and reduces the pool by 3 until the effect is released. Thus she can cast and maintain a L3 effect (6 Mana to cast, 3 to maintain), recover to at least four Mana and create a L2 spell effect (4 to cast and 2 to maintain), recover to at least 2 Mana to create a L1 effect (2 to cast and 1 to maintain), and create a trio of cantrip-level effects (1 to cast, 1/2 to maintain).
06 | Finesse (Dex for Attack/Damage / Specialized for Longsword)




Bio

What do people see when they glance at you?


5'3" lithe 75 Lbs, light tan, 24 year old female. Exotic Asian influence. No armor, carries a longsword.


What will people find out if they ask around about you?

Social Elements: What will people find out if they ask around about you? Items such as how other people tend to see the character, family, friends and relatives, lovers, children, siblings, parents, spouses, and other major involvements all go here. This may include memberships in organizations, legal status, legitimacy, clan membership, your reputation, and any traits you’re known for - such as those with scores of 15+.

She's a focused woman, some would say hard. She doesn't flirt with people. She is a no nonsense woman. Never drinks, very rarely trusts others.

She lost her father when he was out adventuring, her mother passed away in a raid on their village when she was 20.


What will people find out if they talk to you?


Dedicated to her mystic artistry. She practices the discipline as part of her sword form. She hates brutish men, rude woman, and people who don't think for themselves.


What will people find out if they look into your past?

Historical Elements: What will people find out if they investigate your past? The character’s place of birth, how he or she acquired or discovered his or her talents and skills, education or teachers, major turning points in the characters life - whether triumphs, discoveries, or tragedies - portents or omens and prophecies involving you (If any), previous jobs, old companions (and why you’re no longer with them), your personal secrets or guilts, and where you were raised all go here.
-Your family - who they were, what they did, whether you’re like them or not - is a good place to start.

Born in Kara-Tura, family relocated to Forgotten Realms. Grew up in Shadowdale, then family relocated to Teshwave. Father was seeking adventure and lore when he was killed. Mother passed away suddenly. Ro was mentored by a sword singer. Her grandfather was a renowned Fey Knight, but sacrificed himself to prevent a great evil from spreading.


<THIS IS FOR THE CHARACTER SHEET ONLY>
Current Affairs include where, if anywhere, you live at the moment, how the character sees him- or herself (And what he or she would say his or her occupation is), any usual hangouts, your adventuring and civilian personas (if different), sexual preference, and any current mysteries or ongoing plots and schemes.

A Backstory paints the picture for how you came to be. The more detailed the better. If you opted to take HUNTED as a DISADVANTAGE then who or whom is hunting you should be included. Ideally, the GM should know at a glance why you exist, what drives you and potential goals from a good backstory. BONUS: If your story makes sense, you can have additional contacts or wealth without the CP expenditure!

Quirks: What stick out about the character. 3-5 quirks makes any PC or NPC unique and special. Should be a single word 'Accent', "Bookish", "Intellectual", "Brute", "Brooding", "Paranoid", "Outgoing", etc. This is to give you insight on how the PC should be portrayed and played.


HOOKS: These give the GM an immediate "Ah ha, okay!" on how to quickly plug you into a group. We ask for three, and the reasons are varied.
Hook #1: Primary goal or focus
Hook #2: PC hobbies or interests
Hook #3: Dreams and desires

Remember, this is about making the character come alive.

Additional information to help you: Found in Eclipse pp.156-168

! When would you break your word?
(+2) Not in the very face of death.
(+1) It's become one hell of a pain.
(+0) It's really inconvenient or expensive.
(-1) It's something of a bother.
(-2) Who needs a reason?
Personal loyalties and enmities may shift this rating up or down a notch. People will go to more trouble for someone they feel loyal to, but far less for an enemy.

! When would you torture someone?
(+2) The very idea is unthinkably repellent.
(+1) Only if the situation is absolutely desperate.
(+0) It's a routine police procedure.
(-1) I need to make a point.
(-2) Whenever I felt like it.
Social attitudes may shift this rating up or down a notch. For example, someone who would normally have to be “desperate” to use torture might routinely use it to discipline slaves and yet would never torture a priest. Similarly, even individuals who would never normally advocate torture might stoop to using it against an outcast to prevent a major catastrophe.

! Lying is...
(+2) An ineradicable stain upon one's very soul.
(+1) A shameful last resort.
(+0) Something to avoid if at all possible.
(-1) An easy way to smooth things over.
(-2) One of the best ways to manipulate people.
This often goes up or down a notch depending on the general seriousness of the situation and whether or not you respect the people you’re dealing with.

! Your reputation and social status is…
(+2) More important than my life. I could never let an insult or slander pass.
(+1) A big part of my self image. Never be shamed.
(+0) Of some importance.
(-1) Only my friends’ opinions are of any import.
(-2) Who cares what anyone else thinks?
This tends to go down when you're abroad. When you're at home, especially in those cultures which are based on “shame” rather than conscience, it may rise. Quite a few people regard glory and fame as major goals.

! What are you looking for in life?
(+2) Virtue, Honor, and Service are their own rewards.
(+1) Knowledge and Art are the highest of callings.
(+0) Family, Friends, and Community are to be sought
(-1) Pleasure and Security are my rewards.
(-2) Wealth and power are what is truly real.
When you've truly, and securely, achieved one goal, shift one up. If you're deprived and despondent, shift one down. Starving people usually don’t worry too much about art or honor. Perhaps fortunately, nobody ever has “enough” Virtue, Honor, and Service.

! When would you betray or abandon a family member, close friend, companion, liege, or ally?
(+2) I care not if he has turned to the Dark Side!
(+1) They did something unspeakably horrible.
(+0) It's absolutely vital.
(-1) It's important.
(-2) It's convenient.
This is usually shifted by a step by their attitude towards you. Loyalty tends to reinforce itself, as does its lack. More obviously, short-term allies are a lot easier to abandon then long-term friends and companions.

! You would defy the local laws and authorities…
(+2) Under no circumstances. The law is the law.
(+1) On behalf of a higher cause (Justice, Mercy).
(+0) For honor, duty, or (major) personal motives.
(-1) For money, power, or other personal benefits.
(-2) For the fun of it.
This tends to be shifted up or down by the severity of the consequences, and by how much respect you have for the authority in question. Trivial penalties usually shift it down a notch, severe ones raise it. People are more willing to defy the local etiquette maven on manners than an angry god on religious doctrine.

! Success can best be achieved through…
(+2) Careful planning and organization. It's foolish to gamble more than you must.
(+1) Planning and organization are important - but I have to be ready to seize opportunities.
(+0) Nobody can plan for everything. I must be ready to improvise when things change.
(-1) Sketching in broad outlines is good, but trying to make detailed plans is a waste of time.
(-2) It's the long odds that offer great rewards. Go with the flow of events.
This is usually modified by how much time you've got available. Plenty usually moves it up a notch, but when you're really pressed for time you just can't afford to plan as thoroughly as you'd like, shift it down.

! How much attention do you pay to faith and religion?
(+2) It is the duty of every man to serve the gods.
(+1) They set ideals, but everyone fails at times.
(+0) I set some time aside for them every week.
(-1) Don't we support priests for that?
(-2) I look after myself and don't bother them. They should look after the universe and not bother me.
While some characters follow philosophical paths or vaguely-defined “greater powers,” most fantastic worlds have fairly obvious gods and religions. Atheism is rare in fantasy settings - although one can claim that the known gods aren’t truly “divine” (whatever “divine” is). Unlike most personality traits, religion commonly varies by +/-2 or more under extreme stress or when the character is heavily involved in worldly affairs.

! The welfare of other people is…
(+2) More important than my own welfare.
(+1) Just as important as my own welfare.
(+0) An important factor in your decisions.
(-1) Nice if it's not too big a bother.
(-2) Irrelevant. Why should I care about anyone but ME?!
Relationships may shift this character rating up or down a notch. People will generally go to more trouble for a child or relative then for someone who's simply a member of a group - and generally choose the welfare of their group over that of foreigners.

! Tradition is…
(+2) The pillar that upholds the world against chaos.
(+1) An anchor that keeps one from drifting about.
(+0) An important guide to life.
(-1) The voice of experience, if old-fashioned.
(-2) Nothing but fossilized thinking.
Tradition is a wonderful anchor for group identity. Beleaguered, prosecuted, or minority factions (at least those groups who see themselves that way) tend to cling to it desperately. It does tend to break down among the young or in times of great change. Oddly enough, minor traditions are often the most durable and fiercely clung to.

! The best way to achieve a widespread goal is…
(+2) Authoritarian or Divine Rule.
(+1) A tightly-knit organization with set rules.
(+0) Getting a large but loose association together.
(-1) Starting a “grass-roots movement.”
(-2) Inspiring, skillful individuals who can go out and get things moving without wasting more time!
Surprisingly enough, this doesn’t shift around very much. Those who believe in organization and groups or in individualism tend to work that way in almost any situation that doesn't obviously require the opposite approach.

! Issues, competitions, and conflicts should be…
(+2) Contested openly, fairly, and with courtesy.
(+1) Taking full advantage of my opponent's errors.
(+0) Manipulation is a part of the game.
(-1) Everybody cheats a bit, and so do I.
(-2) Winning is what's important. Be expedient.
This tends to shift a bit depending on the stakes and on the consequences of getting caught cheating. A knife fight in a dark alley tends to override scruples, while poetry competitions usually don’t. Oddly enough though, it rarely shifts by more than +/-1.

! Power…
(+2) Corrupts. It must be used with caution and should be laid aside as soon as the crisis is past.
(+1) Is dangerous. It should be used with restraint and wisdom - and as little as possible.
(+0) Comes with an equal measure or responsibility.
(-1) Comes with many cool perks.
(-2) Is there to be used and enjoyed. Responsibility is a myth invented by the powerless.
Power is always a dilemma; the ramifications of any action are almost impossible to predict. Does one act and accept the risk, or wait and see? Oddly enough, those who acquire power often find their actions sliding down the scale, while those born to it are more aware of the limitations of their knowledge.

! How often do you take time off?
(+2) What’s this “Time Off” you speak of? Legacies require constant work and self-discipline.
(+1) I have to relax at times or I’ll go nuts, but I’m building a better life for my kids.
(+0) Everybody indulges a little sometimes.
(-1) I work hard, I play hard. You take what fun you can find in life, a vacation renews the soul.
(-2) Life is short. Party on!
Sheer dedication has much to do with accomplishment, although judgment, skill, and even luck also influence it. Still, the level of stress involved often shifts this up or down a notch.

! How important to you are your possessions?
(+2) Material possessions are of no consequence.
(+1) Be practical. You gotta have tools and supplies.
(+0) My souvenirs have great sentimental value.
(-1) You're nobody unless you're a man of property.
(-2) Life's not worth living without a few luxuries.
Curiously enough, whether or not someone can afford it rarely has much influence on their possessiveness or generosity - only on its scale.

! Fools, Criminals, and Enemies should be dealt with using…
(+2) Patience and persuasion.
(+1) Conversion, firmness, and pressure.
(+0) Firm legal and social control.
(-1) Sterilization and/or enslavement.
(-2) Fear and extermination.
Due to the wide variation in the definition of “Fools, Criminals, and Enemies,” this can get tricky. In the end, quite a variety of methods work reasonably well, but no entirely satisfactory system has yet been found. This tends to vary a bit depending on how potentially valuable the targets appear.

! Strangers and Foreigners are…
(+2) People, to be respected and trusted unless they prove unworthy.
(+1) Possibly odd, but generally decent enough.
(+0) To be treated with respect, but caution.
(-1) Untrustworthy, and likely inferior. Respect must be earned.
(-2) Resources, to be exploited.

Attitudes towards those outside a group - like those
towards “Fools, Criminals and Enemies,” above - tend to
have less social impact then behavior patterns directed
towards those within it. On the other hand, they vary a
lot less. After all, if you knew them well, they’d be a part
of your social group.

“Minor Traits” have relatively little social impact,
and so are not rated, but they do add some detail to your
character’s personality.
What does your character love?
Like?
Dislike?
Hate?
Do when bored?
Enjoy Eating?

Flesh out a character by giving him or her some everyday traits.


Personality Profile
When would you break your word?
When would you torture someone?
Lying is...
Your reputation and social status is...
What are you looking for in life?
When would you betray or abandon a family member, close friend, companion, liege, or ally?
You would defy the local laws and authorities...
Success can best be achieved through...
How much attention do you pay to faith and religion?
The welfare of other people is...
Tradition is...
The best way to achieve a widespread goal is...
Issues, competitions, and conflicts should be...
Power...
How often do you take time off?
How important to you are your possessions?
Fools, Criminals, and Enemies should be dealt with using...
Strangers and Foreigners are...
Personality SCORE: