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ksbsnowowl

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Mythic Sagas: Character Sheets
« on: February 15, 2009, 08:28:08 PM »
Post your character sheets, along with background, future build progression, etc, here.
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Shadowhunter

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Re: Mythic Sagas: Character Sheets
« Reply #1 on: February 15, 2009, 09:39:36 PM »
Character background:
Johan Sigvardsson, son of Sigvard, son of Torulf, son of Bjorn is a bit of an recluse.
He's considerd mostly harmless by his fellow vilagers, who thinks he's a bit odd and have a few strange oppinions. He's also a hedge-wizard -or sorcerer rather- so people tend to spend little time in his company. Still, his silver's good as anyone elses so when the lust for gambling strikes him he joins the people at the tavern. For someone who doesn't see to much social interactions, Johan his remarkably outgoing. Having easy to smile and not having a harsh word for anyone makes him quite the likeable fellow.

He knows that he have a closer conection to the fey in the world than any man ought to have.
He doesn't know where it comes from, but he accept it rather than trying to fight it.
Too much of his childhood spent locked up by his mother Vanja Sarasdottir due to talks about strange sights and sounds, of feelings and lures, he know relish the chance to finally discover what he is supposed to do. Supposed to be.

In truth, Vanja was terrified for her sons well-beeing and tried her hardest to keep him rooted firmly in the normal world.

She died seven years ago, when Johan was 17. The rumors regarding his isolation have been forgotten by many, though his behaviour over the years still made sure people had oppinions about him.

Who thought him Seidr magic, no one knows. Leaving him with arcane knowledge aswell as insight into what he can -and more importantly cannot- do due to the witches influence, his teacher said goodbye three years ago. Now he awaits his chance to travel far, far away, to come to terms with his destiny, his origins and for a little bit 'o glory and gold.

Lvl 1:
[spoiler]Sorcerer 1//Warlock 1
Medium Humanoid
Hit Dice: 1d6 (6Hp)
Initiative: +3 (+3 Dex)
Speed: 30 feet
Armor Class: 13 Touch: 13 Flat-footed: 10
Base Attack/Grapple: +0/-1
Attack:dagger -1, dmg d4-1
Eldritch Blast, rng touch +3, dmg d6, rng inc. 60 feet.
Full Attack:dagger -1, dmg d4-1
Space/Reach: 5'/5'
Special Qualities: +2 to all saves vs. Fey attacks, spells and spell-like abilities
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 8, Dex 16, Con 10, Int 10, Wis 8, Cha 18
Skills: Concentration +4, Knowledge (Arcana) +4, Knowledge (The Planes) +4
Feats: Eschew Materials, Blood Calls to Blood
Alignment: Chaotic Good
Languages Spoken: Common (Rashemi)
Level Adjustment: +0

Possessions:
Cold Weather's Outfit
Dagger
3 Days worth of trail rations
backpack
waterskin
sewing needle, fishing hook and suitable thread for both
1 lb soap
bedroll
flint&steel
4 candles

Money:
72 gp
7 Sp
16 cp
2lb

Weight Carried 17
Light Load: 26
Medium Load 27-53
Heavy Load 54-80


Spells Known:
0: Prestidigation, Mage Hand, Ghost Sound, Daze
1: Grease, Mage Armor

Spells Per Day:
0: 5
1: 4

Invocations Known:
Least:
See the Unseen.[/spoiler]

Current Build:
[spoiler]Johan Sigvardsson

Sorcerer 2//Warlock 2
Medium Humanoid
Hit Dice: 2d6 (9Hp)
Initiative: +3 (+3 Dex)
Speed: 30 feet
Armor Class: 13 Touch: 13 Flat-footed: 10
Base Attack/Grapple: +1/-0
Attack:dagger +0, dmg d4-1
Eldritch Blast, rng touch +4, dmg d6, rng inc. 60 feet.
Full Attack:dagger +0, dmg d4-1
Space/Reach: 5'x5'/5'
Special Qualities: +2 to all saves vs. Fey attacks, spells and spell-like abilities
Detect Magic (SP),
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con 10, Int 10, Wis 8, Cha 18
Skills: Concentration +5, Knowledge (Arcana) +5, Knowledge (The Planes) +5
Feats: Eschew Materials, Blood Calls to Blood
Alignment: Chaotic Good
Languages Spoken: Common
Level Adjustment: +0

Possessions:
Cold Weather's Outfit
Dagger
3 Days worth of trail rations
backpack
waterskin
sewing needle, fishing hook and suitable thread for both
1 lb soap
bedroll
flint&steel
4 candles

Money:
95 gp
19 Sp
20 cp
2lb

Weight Carried 18
Light Load: 26
Medium Load 27-53
Heavy Load 54-80


Spells Known:
0: Prestidigation, Mage Hand, Ghost Sound, Daze, Caltrops
1: Grease, Mage Armor

Spells Per Day:
0 6
1 5

Invocations Known:
Least:
See the Unseen
Entropic Warding[/spoiler]

Future Progession
[spoiler]Chaotic Good Sorcerer 5/Fey-Blood 10/Fatespinner 4/Sorcerer +1//Warlock 20

Ability Mods:
Str:8
Dex:16
Con:10
Int:10
Wis:8
Cha:18+5

Feats:
1: Eschew Materials, Blood Calls to Blood
3: Scribble Scroll
6: Fey Heritage
9: Fey Power
12:Versatile Spellcaster
15:Ability Focus (Eldritch Blast)
18:Quickened Spell-like Ability(Flee the Scene)


Spells Known:

0
Prestidigation
Mage Hand
Ghost Sound
Daze -> Launch Item
Caltrops
Message
Light
Arcane Mark
Stick

1
Grease
Mage Armor
Silent Immage
Summon Monster I
True Strike

2
Mirror Immage -> Invisibility
Glitterdust
Alter Self
Wings of Cover
-open-

3
Dispel Magic
Shrink Item
Displacement
Phantom Steed

4
Ruin Delver's Fortune
Greater Mirror Immage (Fey-Blood bonus spell)
-open-
Polymorph
Celerity

5
Telekinesis
-open- (Fey-Blood bonus spell)
Arcane Fusion
-open-
-open-

6
-open-
Greater Heroism (Fey-Blood bonus spell)
-open-
-open-

7
-open-
Greater Shadow Conjuration (Fey-Blood bonus spell)
-open-
-open-
-open-(Fey-Blood bonus spell)

8
Mind Blank
Greater Arcane Fusion
-open-

9
Gate
Shapechange


Invocations Known

Least
See the Unseen
Entropic Warding
Dark One's Own Luck

Lesser
Flee the Scene
Fell Flight
Eldritch Chain

Greater
Vitriolic Blast
Chilling Tentacles
Noxious Blast
Repelling Blast

Dark
Utterdark Blast
Word of Changing
[/spoiler]

Skill progression
[spoiler]Skills
Concentration 8
Knowledge (arcana) 8
Knowledge (the planes) 8

untill level 6, then:

6
Knowledge (arcana) +1
Concentration +1
Use Magic Device +1
7
Knowledge (arcana) +1
Concentration +1
Use Magic Device +1
8
Concentration +1
Use Magic Device +2
9
Concentration +1
Use Magic Device +2
10
Concentration +1
Use Magic Device +2
11
Concentration +1
Use Magic Device +2
12
Concentration +1
Use Magic Device +2
13
Profession (gambler) 3
14
Use Magic Device +1
Profession (gambler)+2
15
Concentration +3
16
Contentration +1
Use Magic Device +2
17
Contentration +1
Use Magic Device +2
18
Contentration +1
Use Magic Device +1
19
Contentration +1
Use Magic Device +1
20
Contentration +1
Use Magic Device +1[/spoiler]

+++EDIT+++
Spell progression evolved, and Eldritch Blast have an increment of 60', not 30'

+++UPDATE+++

Now at lvl 2
« Last Edit: June 21, 2010, 12:13:58 PM by Shadowhunter »
[Spoiler]
Quote from: Runestar
the most effective optimization is the one you can actually get away with.  :smirk

Quote from: Vinom
(A group of nerds are called a murder because like crows we are anti-social, like shiny things, and often squack at each other over nothing for hours)

I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
[/quote]
[/spoiler]

Binder? You're Welcome

Zceryll makes Binders go from tier 3 to tier 2.
Cagemarrow is a Genius

Before giving the advice that build X would be better of with Fist of the Forest, take a long, good look at Primal Living. Twice.

Nanshork

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Re: Mythic Sagas: Character Sheets
« Reply #2 on: February 15, 2009, 09:48:37 PM »
Einar Bjornsson

Character Sheet
[spoiler]
Name: Einar Bjornsson
Race: Human   Align: NG    Size: M  
Age: 17    Hair: Blonde    Eyes: Blue
Height: 6'1"     Weight: 210 lbs.  

Classes: Barbarian 2// Scout 2
Variants: Cliff Troll totem barbarian(reflavored ape totem), Riposte scout
XP Have: 0     Need: 1,000

Type: Humanoid     Subtype: N/A
Speed: 30', 15' Climb

HD: 2d12 + 6
Max HP: 27  (29 in rage)
Current HP: 27

_______________________________________________________________________________
Ability Scores                  Saving Throws
   Score Mod    Temp Mod        Total = Base + Mod + Magic + Misc     Other
Str: 16   +3                 Fort: 8  =  3   +  3  +   0   +   2
Dex: 14   +2                 Ref:  5  =  3   +  2  +   0   +   0
Con: 16   +3                 Will: 0  =  0   +  0  +   0   +   0
Int: 10    0                    Initiative
Wis: 10    0                 Total = Dex + Misc
Cha:  8   -1                   3   =  2  +  1


Special:
_______________________________________________________________________________
Combat

      Total       Armor Shield Dex Size  Nat. Defl  Misc
AC :  15 = 10 +  3  +  0   +  2 + 0  +  0  +  0  + 0
Touch: 12    Flat-Footed: 13

        Total   Base Str Misc                Total  Base  Dex  Misc
Melee :  5  =  2  + 3  + 0        Ranged :  4  =  2  +  2  +  0

WEAPON           AB    DAM     CRIT     RNG   WGHT  SIZE  TYPE  PROPERTIES
Greatsword       +5   2d6+4  19-20X2    -      8lb.  2-hand  Slash
Heavy Flail        +5  1d10+4 19-20X2    -     10lb.  2-hand  Bludg
Longspear         +5  1d8+4     X3         -      9lb.   2-hand  Pierce  10' reach, can't attack adjacent foes, double damage if successful set against a charge
Dagger             +5   1d4+3    X2        10'     1lb.   Light     P/S  

                               ARMOR  CHECK    MAX  SPELL
ARMOR             TYPE  BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES
Studded Leather Light   +3        -1          +5     -      30'      20lb


Special: Any time I attack a foe that has made a melee or ranged weapon attack against me within the
past round (whether or not the attack hit me), my attack deals an extra 1d6 points of damage.

Uncanny Dodge: Retain dex bonus to AC even when caught flat-footed or attacked by an invisible attacker.
_______________________________________________________________________________

Raging

Ability Scores                   Saving Throws
   Score Mod    Temp Mod        Total = Base + Mod + Magic + Misc     Other
Str: 16   +3     20  +5      Fort: 10  =  3   +  5  +   0   +   2      
Dex: 14   +2     14  +2      Ref:  5  =  3   +  2  +   0   +   0      
Con: 16   +3     20  +5      Will: 2  =  0   +  0  +   0   +   2    
Int: 10    0     10   0         Initiative
Wis: 10    0     10   0      Total = Dex + Misc
Cha:  8   -1      8  -1        3   =  2  +  1



Special:
_______________________________________________________________________________
Combat

      Total       Armor Shield Dex  Size  Nat. Defl  Misc
AC :  15 = 10 +  3  +   0   +  2 +  0  + 2  +  0  -  2
Touch:  10    Flat-Footed:  13

         Total  Base Str  Misc                Total  Base  Dex  Misc
Melee :  7  =  2  + 5  + 0         Ranged :  4  =  2  +  2  + 0

WEAPON           AB    DAM     CRIT     RNG   WGHT  SIZE  TYPE  PROPERTIES
Greatsword       +7   2d6+7  19-20X2    -      8lb.  2-hand  Slash  
Heavy Flail        +7  1d20+7 19-20X2    -     10lb.  2-hand  Bludg  
Longspear         +7  1d8+7     X3         -      9lb.   2-hand  Pierce  10' reach, can't attack adjacent foes, double damage if successful set against a charge
Dagger             +7  1d4+5    X2        10'     1lb.   Light     P/S

                               ARMOR  CHECK    MAX  SPELL
ARMOR             TYPE  BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES
Studded Leather Light   +3        -1          +5     -      30'      20lb


Special: Any time I attack a foe that has made a melee or ranged weapon attack against me within the
past round (whether or not the attack hit me), my attack deals an extra 1d6 points of damage.

Uncanny Dodge: Retain dex bonus to AC even when caught flat-footed or attacked by an invisible attacker.
_______________________________________________________________________________
Abilities:

Languages
   Common (Rashemi)


Feats
   Ice Troll Berserker (1)
   Survivor (1, human bonus)


Other
   Proficient with all simple weapons
   Proficient with all martial weapons
   Proficient with light armor
   Proficient with medium armor
   Proficient with shields
   Trapfinding
   Uncanny Dodge
   Battle Fortitude +1
   Rage 1/ day for 3 + new con mod rounds (8 rounds)


SKILLS                   Max Ranks(12)  CC Max Ranks(6)

                       Key     Skill Ability       Misc
CC Name               Ability   Mod   Mod   Ranks  Mod
   Climb                Str     14  =  3  +   4   + 7
   Craft (Scarring)     Int      5  =  0  +   5   +
   Hide                 Dex      6  =  2  +   5   - 1
   Intimidate           Cha      4  = -1  +   5   +
   Jump                 Str      6  =  3  +   4   - 1
   Move Silently        Dex      6  =  2  +   5   - 1
   Sense Motive         Wis      2  =  0  +   2   +
   Spot                 Wis      3  =  0  +   3   +
   Survival             Wis      7  =  0  +   5   + 2
   Tumble               Dex      5  =  2  +   4   - 1

 
_______________________________________________________________________________
Equipment

Mundane Gear
   Greatsword
   Heavy Flail
   Longspear
   Dagger
   Studded Leather Armor
  
   Backpack
   2 waterskins
   8 days rations
   Cold weather outfit

Magical Gear


Valuables
32 gp  9 sp  8 cp

_______________________________________________________________________________
Background: Einar was raised by his father to love and respect the wilderness, and raised by his mother to love and respect the goddess Sif.  As he grew of age, Einar joined the Ice Troll lodge and also learned how to be more like the cliff trolls that were occasionally spotted around the village where he was raised.  He also became part of the minority that constitutes male worshippers of Sif.  He found that he preferred the value that she gave to skill over the value that Thor gave to strength, and this reinforced the religious lessons that his mother taught him.  Einar is a self-controlled man, despite being a barbarian.  His rages are more akin to adrenaline boosts than uncontrolled fury, and he enjoys being prepared for any situation.  This has developed into a habit of carrying around all weapons that he believes that he might need.  Einar also has a deep respect for the Hathran, and hopes one day to join the ranks of the Runescarred Berserkers to better serve them and his kinsmen.
[/spoiler]

Future Progression
[spoiler]
Barbarian 5/ Dread Commando 2/ Runescarred Berserker 10/ Dread Commando 3// Scout 20

Prereqs still need:  Hide 6 ranks, Move Silently 6 ranks

3 - Dodge, Power Attack(totem bonus)
4 - Mobility(scout bonus)
6 - Iron Will
8 - Endurance(scout bonus)
9 - Steadfast Determination
12 - xxx(scout bonus), xxx
15 - xxx
16 - xxx(scout bonus)
18 - xxx
20 - xxx(scout bonus)
[/spoiler]
« Last Edit: March 08, 2010, 04:52:04 AM by Nanshork »
My babies - A thread of random builds I've come up with over the years.
Notes to self

skydragonknight

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Re: Mythic Sagas: Character Sheets
« Reply #3 on: February 15, 2009, 10:01:56 PM »
Thorgrim
Main Sheet
[spoiler]Thorgrim
Human Wolf Totem Barbarian(UA/SRD) 2 // Fighter 2

Medium Humanoid
Hit Dice: 2d12+4 (23 hp)
Initiative: +2
Speed: 40 ft
Armor Class: 16 Touch: 12 Flat-footed: 14
Base Attack/Grapple: +2/+9
Attack: Guisarme +5 (2d4+4) or Trip +5 (+15 on check)
Full Attack: Guisarme +5 (2d4+4) or Trip +5 (+15 on check)
Space/Reach: 5 ft/5 ft (10 ft with Guisarme)
Special Qualities: Fast Movement
Saves: Fort +5 Ref +2 Will+2
Abilities: Str 16 Dex 14 Con 14 Int 10 Wis 14 Cha 8
Skills(ACP = -1): Climb +7, Intimidate +4, Jump +11, Listen +7, Survival +9
Feats: Jutunbrud, Wolf Berserker, Power Attack, Improved Trip(Totem), Knockdown
Environment: Berserker Lodge or Adventuring Party
Organization: Individual(Unique) or Adventuring Party(self plus 3-5 other PCs) or Wolf Fang(self plus a group of wolf berserkers)
Challenge Rating: 2
Alignment: Neutral Good
Languages Spoken: Common(Rashemi)
Level Adjustment: +0
 
Possessions: Guisarme, (Spiked Studded Leather armor), MW/Magical Chain Shirt, Hunting Knife(dagger),
Cold Weather Outfit(starting outfit;furs), Survival Gear(MW Survival Tool), Backpack, Belt Pouch, Bedroll, Favorite Mug(engraved), Flint and Steel, Silk Rope, Torches(3), Trail Rations(5 days), Waterskin, Winter Blanket, 25 gold, 8 silver, 5 copper

Daily Abilities: Rage 1/day(7 rounds; +4 Str/Con, +2 Morale to Will saves, -2 AC)

Character background: Thorgrim, son of Sigmund was born and raised in Kolbenheim(name can be replaced with name of an appropriate settlement if you've already named them) in northern Rasheman. The males in his family have been members of the Berserker Lodges and have had many heroes large and small in their many generations. The most famous of these heroes was a man named Beowulf, a warrior who fought so fiercely as to be the equal of demons and dragons and who died from a fatal injury after slaying one of the latter.

Thorgrim is the seventh descendant of Beowulf and one whom an old Seidr predicts will inherit his ancestor's battle-spirit. Though Thorgrim knows of his ancestor, he does not know of his destiny, or that should he succeed at the test's he is fated to have, a new saga may be sung that would bear his name in it. For now though, he is merely a young warrior in the Wolf Lodge in Kolbenheim, who periodically hunts with his fellow warriors to bring food and skins to the cold village.

He is a large man--his grandsire's grandsire Hrodgeir ventured deep into the mountains and became lost in a storm. He was watched by giants who saw him continue his journey in the storm for seven hours before collapsing, refusing to seek shelter and be defeated by the elements of nature. The giants took him to Jotenheim, from which he returned five years later to a world which thought him dead bearing a half-giant child in his arms. As the child grew the villagers began to guess-correctly-where he had travelled to. But no matter how much he was pestered to give a description of Jotenheim or what happened to him in the mountains, each time he refused him by stating that he swore an oath to keep silent. Even his direct descendants-of which Thorgrim is the fourth-only know as much as is written here, for Hrodgeir took the secret of Jotenheim to his grave.

Thorgrim is a descendant of heroes, some great and some small. He is a warrior in spirit, growing in ability since he joined the Wolf Lodge four winters ago, on his sixteenth winter. He has taken the simple philosophy of his lodge to his heart: "the winner is the one who is left standing." Presently he has left Kolbenheim for the village for Urling and the neighboring thingvellir to defend his friend Brongar who is facing judgement for a crime (DM's choice!) he did not commit.[/spoiler]
Rage Statistics
[spoiler]The following statistics apply while Thorgrim is raging:

Medium Humanoid
Hit Dice: 1d12+4 (27 hp)
Initiative: +2
Speed: 40 ft
Armor Class: 14 Touch: 10 Flat-footed: 12
Base Attack/Grapple: +2/+11
Attack: Guisarme +7 (2d4+7) or Trip +7 (+17 on check)
Full Attack: Guisarme +7 (2d4+7) or Trip +6 (+17 on check)
Space/Reach: 5 ft/5 ft (10 ft with Guisarme)
Special Qualities: Fast Movement, Rage 1/day, Illiteracy
Saves: Fort +7 Ref +2 Will+4
Abilities: Str 20 Dex 14 Con 18 Int 10 Wis 14 Cha 8
Skills(ACP = -1): (Climb +9), Intimidate +4, Jump +13, Listen +7, (Survival +9)
Feats: Jutunbrud, Wolf Berserker, Power Attack, Improved Trip, Knockdown
Environment: Berserker Lodge or Adventuring Party
Organization: Individual(Unique) or Adventuring Party(self plus 3-5 other PCs) or Wolf Fang(self plus a group of wolf berserkers)
Challenge Rating: 2
Alignment: Neutral Good
Languages Spoken: Common(Rashemi)
Level Adjustment: +0[/spoiler]
Future Progression
[spoiler]
Adventure Path: Barbarian 20 // Fighter 2/ Scout 1/ Fighter+2/ Berserk 10/ (Unknown) 5

Feats: 1 - Jutunbrud, Wolf Berserker(human), Power Attack(fighter 1)
2 - Improved Trip(wolf totem barbarian 2), Knock-Down(fighter 2 - in Divine SRD/Sword and Fist)
3 - Extra Rage
5 - Track(wolf totem barbarian 5), Leap Attack(fighter 4)
6 - Righteous Wrath(in BoED)
8 - (retrain Extra Rage to Improved Bull Rush)
9 - Shock Trooper
12+ - (Unknown)[/spoiler]
« Last Edit: January 08, 2010, 05:42:20 PM by skydragonknight »
It always seems like the barrels around here have something in them.

bogsnes

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Re: Mythic Sagas: Character Sheets
« Reply #4 on: February 16, 2009, 10:53:56 AM »
Darvador Haraldsson

[spoiler]
Human Beguiler//Archivist 1

Medium Humanoid
Hit Dice: 1d6+2 (8Hp)
Initiative: +1 (+1 Dex)
Speed: 30'
Armor Class:  Touch: Flat-footed: 13 (Flat-footed 12, Touch 11)
Base Attack/Grapple: +0/
Attack:
Full Attack:
Space/Reach: 5'x5'/5'
Special Qualities: Dark Knowledge 3/day
Saves: Fort +4, Ref +1, Will +4
Abilities: Str 8, Dex 12, Con 14, Int 16, Wis 14, Cha 12
Skills: Bluff +5, Concentration +6, Hide +5, Knowledge (Arcana or The Planes) +7, Knowledge (Nature or Local) +6, Knowledge (any of the other 6) +4, Move Silently +5, Spellcraft +7
Feats: Knowledge Devotion
Alignment: Chaotic Good
Languages Spoken: Common
Level Adjustment: +0

Possessions:

Spells Known (Beguiler) (Per day in paranthesis):
0 (5/day): Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1 (4/day): Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism,
               Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm
2 (0/day):
3 (0/day):
4 (0/day):
5 (0/day):
6 (0/day):
7 (0/day):
8 (0/day):
9 (0/day):

Spells prepared (Archivist):
0: Cure Minor Wounds, Detect Magic, Light
1: Bless, Command, Lesser Vigor
2:
3:
4:
5:
6:
7:
8:
9:

Spells known (Archivist):
0: Amanuesis, Create Water, Cure Minor Wounds, Detect Magic, Detect Poisons, Guidance, Inflict Light Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Summon Holy Symbol, Virtue
1: Bless, Command, Lesser Vigor, Resurgence, Sanctuary, Shield of Faith
2:
3:
4:
5:
6:
7:
8:
9:

Character background:
Darvador were the son of Harald, the lord of a small town. When he became 13 years old, Harald sent him away since he was dissapointed of him because he was so weak, and because he spent way too much time on reading books and scrolls. That made Darvador very angry, and even though he came under a trainer that mastered both Siedr and Rune magic so he could learn it, he was still angry at Harald. Darvador became half famous, and then his father recognised his powers through tales he heard from people of Darvador Haraldson (That was how the last name was in the Viking lands at that time) he wanted him back. Darvador, however, had learned from last time, and didn't want to go back. Harald got sadder and sadder, and now is the thing he wants the most to get his son to forgive him. Darvador knows this, but he aren't going to forgive him easily, and travels with whatever seems more easy and comfortable for him.[/spoiler]

Also, are Item familiars okay?

Because I am thinking of getting one at level 3
« Last Edit: March 03, 2009, 07:34:08 AM by bogsnes »

PhaedrusXY

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Re: Mythic Sagas: Character Sheets
« Reply #5 on: February 16, 2009, 02:18:59 PM »
Hergeirr Helfdane
[spoiler]
Hergeirr Helfdane
(Human Binder 2//Mystic Ranger 2)

(med) (humanoid)
Hit Dice:2d8+2 (15)
Initiative: +2
Speed: 30
Armor Class: 17  Touch: 12  Flat-footed: 15 (10+3armor+2shield+2dex)
Base Attack/Grapple: +2/+4
Attack: morning star +3 (1d8+1, 20/x2), sling +4 (1d4+1, 20/x2, 50' range increment) (+2 damage vs. humans)
Full Attack: same
Space/Reach: 5'/5'
Special Qualities: Favored Enemy: Human (+2 Bluff, Sense Motive, Spot, Listen, Survival, and damage); Wild Empathy; Soul Binding (1 vestige); Hide Sign (can suppress the sign of vestiges he binds); Spells
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 14
Skills: (ranks + modifiers)(number after slash is vs. humans) Hide +4(5+2-3), Move Silently +3(4+2-3), Spot +6 (+8 vs. humans)(5+1), Listen +1 (+3 vs. humans), Bluff +7(+9 vs. humans)(5+2), Diplomacy +18(5+2+3+2+6syn), Knowledge: Arcana +3(1+2), Knowledge: Planes +3(1+2), Knowledge: Nobility & Royalty +7 (5+2), Sense Motive +6(+8 vs. humans)(5+1), Search +6(4+2), Survival +6(+8 vs. humans)(5+1)
Feats: Improved Binding, Skill Focus: Diplomacy, Track, martial ranged weapons, simple weapons, shields (not tower), light armor

Alignment: True Neutral
Languages Spoken: Common (Rashemi), Common (Halruuan), Giant

Possessions: (Binders get 5d4x10 starting gold, so 150 gp) studded leather (25 gp, 20 lbs, -1 ACP), heavy wooden shield (7 gp, 10 lbs, -2 ACP), sling and 10 bullets (1 gp, 5 lbs), cold iron morning star (16 gp, 6 lbs), cold weather outfit (8 gp, 7 lbs, backpack), 50' silk rope (10 gp, 5 lbs, backpack), backpack (2 lbs, 2 gp), winter blanket (5 sp, 3 lbs, backpack), 5 pieces of chalk (5 cp, backpack), flint and steel (1 gp, backpack), torch (1 cp, 1 lb, backpack), empty waterskin (1 gp, 4 lbs full, backpack), magnificent bearhide cape (MW diplomacy tool, 50 gp), 3 elvencrafted arrows (?, backpack)

Money: 28 gold, 4 silver, 4 copper
Encumbrance: Light (43 lb. or less) Medium (44-86 lb.) Heavy (87-130 lb.); 59 lbs total gear weight (41 on him, the rest in his backpack, lashed to the pony)

Spells (DC 11+level, CL=ranger level):
0th: Cure Minor Wounds (x2)
1st: Entangle, Charm Animal

Soul Binding: The first step to call and bind a vestige is to draw its unique sign, which is about 5 feet across. This takes about 1 minute, and some vestiges have special requirements about how they can be summoned (see individual entries). Then the binder performs a ritual which takes a full round action to call out to the vestige, using its name and title. The vestige appears as a dramatic image, described in each entry, but obviously illusionary to anyone who studies it. It ignores everyone but its summoner. The binder must immediately (within 1 round) begin negotiating with the vestige. This negotiation takes one minute, at the end of which he makes a binding check (1d20+ effective binder level (EBL) + charisma modifier vs the DC listed for that vestige). Successful or not, he gains all the powers listed for that vestige for 24 hours. Unsuccessful bindings allow the vestige to influence the binder's behavior while they bound, though. Regardless, the binder also manifests some sign of the bound vestige (not an illlusion, still shown as real by True Seeing, etc).
[/spoiler]
Vestiges Herger can Bind (currently bound vestige(s) underlined):
[spoiler]1st Level
    * Amon (DC 20)
Description: Amon was once an ancient god of light, but has been forgotten and has grown bitter.
Sign: ram horns
Influence: Become surly and irritable; must resist spells from clerics of fire, sun, and law deities.
Special requirements: Hates Chupoclops, Eurynome, Karsus, and Leraje. Will not come if you've called them within 24 hrs.
Granted abilities:  Darkvision (60'), Fire Breath* (1d6/level, line 10'/lvl, Reflex for half), Ram Attack (1d6+1.5str + 1d8 on a charge)
    * Aym (DC15)
Description: Ancient dwarven empress whose greed ruined her empire.
Sign: Small star-shaped brand on left pal
Influence: Become stingy and greedy, but must give a coin to every dwarf w/in 10 rounds of learning his name
Granted abilities: Dwarven Step (not slowed by armor), Halo of Fire (body flames do 1d6 to attackers, can turn on and off at will), Improved Sunder, Medium Armor Proficiency, Resistance to Fire (10), Ruinous Attack (in melee do double damage to objects)
    * Leraje (DC 15)
Description: Correlon Larethian's first herald, famous elven archer, taught elves to make and use bows, was cast out due to her pride.
Sign: Look sickly and diseased. Skin sallow and pockmarked.
Influence: Become quiet and unassuming. Cannot attack any with elven blood.
Special requirement: Must break an arrow crafted by an elf! Will not come if Amon bound already.
Granted abilities: Hide Bonus (+4), Low-Light Vision, Precise Shot, Ricochet (shoot 2 adjacent targets as Std action), Weapon Proficiency (bows, or +1 to attack if you already have it)
    * Naberius (DC 15)
Description: Mysterious three-headed dog, perhaps related to Cerberus (or even a manifestation of him).
Sign: Voice becomes gravelly.
Influence: Love to hear yourself talk. Whenever presented with a pulpit, stage, etc, must take the opportunity to speak. Must mock or shout down those who try to take over the discourse.
Special requirements: Must have 4 ranks in Bluff, Knowledge, or Profession
Granted abilities:Command spell), Silver Tongue (rushed Diplomacy takes no penalty, can take 10 on Bluff and Diplomacy)
    * Ronove (DC 15)
Description: Ancient aesthetic who founded a monastic order.
Sign: Always frowning (successful binding) or smiling (unsuccessful binding).
Influence: Filled with self-doubt, and need to prove yourself. Cannot eat or drink.
Special requirements: Seal must be drawn in soil under the sky.
Granted abilities:2nd Level
    * Dahlver-Nar (DC 17)
Description: A human binder who was driven mad by using the teeth of vestiges as his own.
Sign: Small teeth grow from scalp. Can be hidden by long hair or a hat.
Influence: Switch back and forth from very focused to distracted. Can't do tasks that require more than 1 round of concentration.
Granted abilities: Mad Soul (immune to insanity, confusion, madness, and wisdom damage/drain), Maddening Moan* (Will negates 30' area effect, dazes for 1 round), Natural Armor (1/2 Con mod), Shield Self (like Shield Other, but reversed, Will negates)
    * Haagenti (DC 17)
Description: Ancient hill giant sorceress and mother of all minotaurs.
Sign: Become uglier in subtle ways.
Influence: Must show deference and respect to creatures more attractive or beautiful than yourself.
Special requirement: Must be large or speak giant.
Granted abilities: Confusing Touch* (Will resists, duration 1 rnd/3 EBLs), Immunity to Transformation (can revert to natural form as free action), Shield Proficiency (all), Weapon Proficiency (already have these need to look this up again, since I switched to mystic ranger)
    * Malphas (DC 15)
Description: Ancient scheming elven noble, who fell in love with and was deceived and betrayed by a disguised drow.
Sign: Tonge and teeth turn black.
Influence: Fall in love too easily, must use poison against foes if available.
Granted Abilities:Savnok (DC 20)
Description: Servant of Heironeous and Hextor, before they had become enemies. Stole their mother's armor, and was slain by the twin gods.
Sign: A piece of broken arrow forms under your skin.
Influence: Become stubborn, and cannot remove items that improve AC.
Special requirement: Must have stolen something without apologizing or making reparations.
Granted abilities:Character background:
[spoiler]
Herger was raised by his mother, a hedge witch who lived in exile in a dangerous wilderness between Rasheman and Halruaa. Initially a Hathran, she fell in love with a Halruuan diplomat during negotiations she was sent to oversee. She began to spy for the empire, but her treacherous nature was eventually uncovered, and she fled from civilized lands in fear for her life. Pregnant and alone in a dangerous wilderness, she had to make peace with the forest spirits and giants that were a constant threat by offering her knowledge and sorcery to them in exchange for freedom for her and her son. Herger learned some of the ways of the giants and how to survive on his own in the wilderness as well. The giants grew to like Herger, treating him like a pet, and he became fluent in their tongue, learning much of their lore. Through them, he learned of many spirits that are trapped outside the realms of both the living and the dead, and that hunger even for glimpses of the world. He has learned to bind these spirits to himself , allowing them to experience the world through him in exchange for access to a fragment of their power.

His mother, in her older years, realized the folly of her crimes. Feeling guilty for what she'd done, she tried to pass on all of her diplomatic knowledge and skills to her son, in hopes that some day he could forge a peace between the two warring nations. She taught him to speak without an accent in either the Rashemi or Halruaan tongue, of the rulers of each land, and much of diplomacy, which his supernatural powers enhance greatly. Publicly, he denies his duel heritage (Halruuan/Rashemi), and never reveals the identity of his mother in either land, for fear of being judged for her crimes. Despite their superstitious prejudices, he prefers the Rashemi to the Imperials, admiring their forthrightness and general honorableness, even though he himself acts less than honorably sometimes. He tries to do what he can to aid their cause in times of conflict, but is not particularly brave. He is still young and has questionable scruples, but as he grows older and hopefully wiser, that may change and he may yet grow into the diplomatic leader that his mother hoped for. [/spoiler]

future progression
[spoiler]Hergierr will continue to progress in Ranger and Binder at 2nd and 3rd levels, then go Ranger/Marshal at 4th. Marshal gives him a bonus feat, since he already has SF: Diplomacy. He will take Sword of the Arcane Order with this. At 3rd, he will take Point Blank Shot and gain Rapid Shot from Ranger. He'll continue to progress ranger/binder after this, and take Precise Shot at 6th, and gain Manyshot as a bonus at 7th.[/spoiler]
« Last Edit: January 10, 2010, 06:01:21 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Straw_Man

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Re: Mythic Sagas: Character Sheets
« Reply #6 on: February 18, 2009, 05:21:51 AM »

  Been ill as unto death recently, so I was pleasantly surprised to find out I made the cut. Thank you. Have a basic character sheet, will finish by tomorrow, and apologies for the wait. Danke!

Brynhild Dagmaar

http://www.myth-weavers.com/sheets/view.php?id=109445

  The child no one wanted who's becoming a woman a village trusted.

  The winters of the Rasheman are harsh and unforgiving, and there is grief but little surprise when lives are lost in the dead times of the year. In the spring the bodies are released from the snow and the spirits fly in the sky. Perhaps it was no surprise that the folk of (need name of village) thought that a feyfolk or spirit had come to bedevil them when a slight form would sometimes be spotted stealing away in the woods, or in winter to carry away a stray hen or too.T

  What else could it be? The wise women advised  the tribe to ignore the thefts and see it as a tithe to the forest, but herself tried to coax out this strange whispling she suspected was no spirit but one of the fey folk that peopled the legends. After setting out food she caught sight of the creature, a girl no older than a score of years that ran with a young snow lion.

  To be continued  :rollseyes Tell me if this is too farfetched KSB. I can speak with animals and plants, which i figure makes this barely plausible.
"No, no, don't think, Maya." Ritsuko chided. "We will not gattai the Evas or their pilots.

Such thoughts lead inevitably to transformation sequences."

woodenbandman

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Re: Mythic Sagas: Character Sheets
« Reply #7 on: May 15, 2009, 12:36:24 AM »
Backstory:

Name: Kaira Norell (Pure, from the North).

Appearance: Tall, statuesque woman who wears plain clothing. Her right hand is covered by an oversized leather sleeve, which to the knowledgeable suggests that she is a follower of Tyr. She has long platinum white hair and brilliant deep blue eyes. Her hair is kept up in a bun-thing and hidden under her helmet, so that she may function better in combat.
   
[spoiler]
Human Sorceror1//Paladin1
Medium Humanoid
Hit Dice: 1d10+2 (12 HP)
Initiative:+0
Speed: 30ft
Armor Class: 10Touch: 10Flat-footed: 10
Base Attack/Grapple:+1/+3
Attack: Longsword +3
Full Attack: Lance +3
Space/Reach:5ft/5ft(10ft with lance)
Special Qualities:
Saves: Fort +4 Ref +0 Will +1
Abilities: STR 14, DEX 8, CON 14, INT 10, WIS 8, CHA 18
Skills: Spellcraft +4, Knowledge(Religion) +4
Feats:
Challenge Rating:
Alignment: LN
Languages Spoken:Rashemi

 

Possessions:

Spells prepared:
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:

Spells known:Sorceror
0: Silent Portal, Daze, Light, Touch of Fatigue
1: Mage Armor, Enlarge Person
2:
3:
4:
5:
6:
7:
8:
9:

Character background: She is a follower of Tyr, but she is unable to be a practitioner of the runic casting arts. She is ashamed of this fact, and because of this she redoubles her devotion to Tyr. She is dedicated to serving him as best she can with her Siedr magic, but she still feels inadequate compared to the clerics of Tyr. She has been a soldier for a long while in Rasheman, but she conceals her Siedr ability from all but those very close to her, as it is a source of personal discomfort and feelings of failure. She of course will use her abilities when necessary for the protection of herself or the citizens; to protect the helpless is one of her very high priorities.

She is a brave warrior on the battlefield, as courage is the most strongly ingrained principal of Tyr's followers. She has been a soldier for a long time, but a Siedr practitioner for even longer. She hates her Siedr magic, and has trouble coming to terms with it, often forgetting that she is able to use Siedr magic at all. She is unable to practice the magics of the runecasters (she casts arcane spells, rather than divine, and is thus ashamed that she has not been blessed with Tyr's love), and she represses the knowledge of her Siedr arts except when she is in danger on the battlefield. Little does she know that Tyr has been watching her, waiting for the right time to reveal her innate talent for his portfolio of magic (I plan to take levels of Favored Soul of Tyr or perhaps Divine Crusader).

Most of her acquaintances and friends are also followers of Tyr or normal warriors. One of her trusted friends is Nissa Marten. She is a practitioner of the Siedr arts, and she was the first to suspect that Kaira was, as well. Kaira eventually confessed to this, and Nissa tries to convince her to stop hiding her gift. However hard Nissa tries, however, she cannot convince Kaira to stop feeling remorse.

Kaira's parents are still alive. They were very supportive of her decision to be a warrior, eventually. At first, her father was shocked, but they eventually agreed that she had the right to do what she wanted. Little do they know, that her warrior's devotion was mostly a front to divert her family's and her own attention from the magic that was building within her. The diversion worked, and prevented her parents from discovering the truth.[/spoiler]

Still working a bit on the crunch, but suffice it to say that I need to change a few things around to make this work out.

EDIT: Classes planned for future use:

Pious Templar
Divine Crusader
POSSIBLY Witch Slayer, I haven't made up my mind yet.

I have a question about the True Believer feat: Can we make it do something better? It'd normally be sweet for getting a relic of my chosen deity (maybe  :flutter) but Tyr as far as I am aware has no official relic. Can I, like, make one?

EDIT: Oops, don't have skills. Uhh... Spellcraft and Knowledge religion +4. Feats need some work too, I'm workin' on this.

ksbsnowowl

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Re: Mythic Sagas: Character Sheets
« Reply #8 on: January 12, 2010, 12:18:52 AM »
Darvador Haraldsson

[spoiler]
Human Beguiler 2//Archivist 2

Medium Humanoid
Hit Dice: 2d6+4 (14 Hp) [14 hp]
Initiative: +1 (+1 Dex)
Speed: 30'
Armor Class:  Touch: Flat-footed: 13 (Flat-footed 12, Touch 11)
Base Attack/Grapple: +1/+0
Attack: Dagger +0 (1d4-1) or Runestaff -4 (1d6-1) or Melee Touch +0 or Ranged Touch +2
Full Attack:
Space/Reach: 5'x5'/5'
Special Qualities: Dark Knowledge (tactics) 3/day, Lore Mastery (+2 Dec Script & Know: Planes), Armored Mage, Cloaked Casting +1, Surprise Casting
Saves: Fort +5, Ref +1, Will +5
Abilities: Str 8, Dex 12, Con 14, Int 16, Wis 14, Cha 12
Skills: Bluff +6 (5 ranks), Concentration +7 (5 ranks), Decipher Script +6 (1 rank), Hide +6 (5 ranks), Knowledge (Arcana) +8 (5 ranks), Know (Archtecture & Engineering) +4 (1 rank), Know (Dungeon) +4 (1 rank), Know (Geography) +4 (1 rank), Know (History) +4 (1 rank), Know (Local) +7 (4 ranks), Know (Nature) +7 (4 ranks), Know (Nobility & Royalty) +4 (1 rank), Know (Planes) +10 (5 ranks), Know (Religion) +4 (1 rank), Move Silently +6 (5 ranks), Spellcraft +8 (5 ranks)
Feats: Knowledge Devotion, Archivist of Nature
Alignment: Chaotic Good
Languages Spoken: Common
Level Adjustment: +0

Possessions: Runestaff, Dagger, Leather Armor, scroll of lesser restoration (Pal 1)

Spells Known (Beguiler):
0 (6 of 6/day remain) (DC 13): Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1 (4 of 5/day remain) (DC 14): Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm
2 (0/day):
3 (0/day):
4 (0/day):
5 (0/day):
6 (0/day):
7 (0/day):
8 (0/day):
9 (0/day):

Spells prepared (Archivist): Rn = Runestone, Sf = Rune Staff, T = Tattoo
0 [4](DC 13): Cure Minor WoundsT, Detect MagicRn, LightRn, MendingRn
1 [4](DC 14): BlessSf, CommandSf, Lesser VigorT, Omen of PerilRn
2:
3:
4:
5:
6:
7:
8:
9:

Prayer Book (Archivist):
0: Amanuesis, Create Water, Cure Minor Wounds, Detect Magic, Detect Poisons, Guidance, Inflict Light Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Summon Holy Symbol, Virtue
1: Bless, Command, Lesser Vigor, Omen of Peril, Resurgence, Sanctuary, Shield of Faith, ?
2:
3:
4:
5:
6:
7:
8:
9:

Character background:
Darvador were the son of Harald, the lord of a small town. When he became 13 years old, Harald sent him away since he was dissapointed of him because he was so weak, and because he spent way too much time on reading books and scrolls. That made Darvador very angry, and even though he came under a trainer that mastered both Siedr and Rune magic so he could learn it, he was still angry at Harald. Darvador became half famous, and then his father recognised his powers through tales he heard from people of Darvador Haraldson (That was how the last name was in the Viking lands at that time) he wanted him back. Darvador, however, had learned from last time, and didn't want to go back. Harald got sadder and sadder, and now is the thing he wants the most to get his son to forgive him. Darvador knows this, but he aren't going to forgive him easily, and travels with whatever seems more easy and comfortable for him.[/spoiler]
« Last Edit: July 01, 2010, 01:00:42 PM by ksbsnowowl »
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