Barbarian Quest Journal

Chet Wilkington

Strength +2
Dexterity +4
Constitution 0
Intelligence +3
Wisdom 0
Charisma 0

Ancestry Human
Heritage Versatile Human
Background Ruin Delver
Age 25
Height 6′ (183 cm)
Weight 176 lbs (80 kg)
Worshiper of Cayden Cailean (ale, bravery, freedom, and wine)
Class Magus 2
Class notes Starlit Span
Languages Aklo, dwarven, under common, common, elven

Defence

Saves 7/8/6
AC 19
Hit points 28

Attacks

Rapier +9/1D6+1
Shortbow +10/1D6

Items

Backpack
-Bedroll
-Flint and Steel
-Rations
-Rope
-Torch
Clothing (Fine but worn)
Leather Armor
5 Sacks
2 Projectile launchers

Magic Items

None

Potions
None

Money

Platinum 0
Gold 6
Silver 0
Copper 0

Skills

Skill Proficiency TEMLValue
AcrobaticsX +7
ArcanaX +6
AthleticsX +4
Crafting
Deception
DiplomacyX +3
Intimidation
Cavern LoreX +6
Otari LoreX +6
Roseguard LoreX +6
Medicine
Nature
OccultismX +6
Performance
Religion
SocietyX +6
StealthX +7
Survival
Thievery

Class feats and abilities

Cat Fall: Treat falls as 10' shorter. Acrobatics E/M/L, increases effect to 25'/50'/no damage.
Arcane Cascade: Most recent action has to be spellcasting or Spellstrike. While in the stance, melee Strikes deal 1 extra force damage. Makes attacks magical.
Arcane Spellcasting (Magus)
Conflux Spells: Shooting Star - A projectile that leaves a blazing trail. Ranged Strike, ignoring concealment and reducing the target's cover by one degree. On hit, the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) remains until the start of next turn.
Hybrid Study: Starlit Span - Use Spellstrike with ranged weapon, up to the first range increment. Works even if spell range is shorter than the range increment of your ranged attack.
Spellstrike
Toughness:
Canny Acumen (Perception): Expert

Spells

Cantrips

Caustic Blast: Fling a glob of acid (up to 30') that detonates, spraying creatures (5' radius), 1d8 acid damage. Reflex save for half damage, critical failure results in 1 persistent acid damage (DC 15 to end).
Deep Breath: Take an incredibly deep breath and can hold it for 10 minutes. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell).
Detect Magic: Detect magic in area, move max half speed.
Gale Blast: Wind blast in 5' radius. Each creature in the area takes 1d6 bludgeoning, with a Fortitude save.
Gouging Claw: Morph limb into a clawed appendage and make a melee spell attack. A hit deals 2d6 slashing or piercing damage, +2 persistent bleed damage.
Light: Orb of light, bright 20' radius, dim another 20', in a color you choose. Can be attached to willing creature, causing it to float near as it moves. You can move the light up to 60' and attach or detach it from a creature. Maximum 4 active, up to 24 hours.
Read Aura: Detect magic on items, gain +2 on attempts to identify.
Shield: You raise a magical shield of force, +1 AC until the start of next turn. You can use the Shield Block reaction. The shield has Hardness 5. Can reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Telekinetic Projectile: Hurl object (1 Bulk or less). Spell attack roll, Damage 1d6+spellcasting ability modifier (B/P/S).

Level 1

Create Water: Water begins to flow forth from hands. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day
Grease: Area 4 5-foot squares or 1 object (1 Bulk or less) within 30'. Reflex or Acrobatics check against your spell DC or fall prone. Unattended object - make Acrobatics check or Reflex save against your spell DC to pick up. Attended object - make Acrobatics check or Reflex save. Failure, –2 circumstance penalty to all checks that involve using the object; on a critical failure, drops the item. Worn object - the wearer gains a +2 bonus to Fortitude saves against attempts to grapple them.
Runic Weapon The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Shocking Grasp: On a hit, target takes 2d12 Electricity damage. If target is wearing metal armour, you gain a +1 to your Attack roll, and target also takes 1d4 persistent damage on a hit. On a critical hit, double the initial, not the persistent.

Level 2

Web: You create a sticky web in the area that impedes creatures' movement. Squares filled with the web are difficult terrain. Each time a creature in the web begins to use a move action or enters the web during a move action it's using, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web.
Mirror Image: Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).

Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

Background

Chet is the only child of Wilfred and Margaret Wilkington. The couple had their child late in life, 52 and 45 years respectively. Wilfred is of the old and formerly prominent Wilkington family, that made their fortune as a logging company almost 2 centuries ago. The family used to own vast areas of land, but due to some bad investments, the family was forced to sell off most of it about 50 years ago. Today the only thing left of the family fortune is the old and rundown manor in Otari. The family has been living off of any trinkets they could find buyers for, e.g. rare books from the library, silver cutlery and crystal chandeliers. Not that they have been living a lavish life by any means; the house and grounds are in dire need of care, they all wear fancy, but old, worn and patched clothes etc. Margaret has been filling out the coffers by monetising her sowing skills and Wilfred has also been acting as a storyteller, making use of his extensive historic knowledge.

Chet didn't lack much growing up, and loved to listen to his father reading aloud from one of the many books in the private library. The family's life was very care free and laid back, considering their dire financial situation. As Chet grew older, friends started teasing him about his look and weathered clothes, which made him long for something better. He also started to hang around Wrin Sivinxi's shop Wrin's Wonders, where he could see up close the spoils of magical wonders that explorers would bring in. There he sometimes also found Gardner Barnes, a young man who seemed to share his interest in artefacts and magical trinkets.

Sensing a drive in young Chet, that he himself was sorely lacking, Wilfred used his presence at the tavern to look for a suitable contact among the visiting adventurers, that could take on the inquisitive youth. The first person to show interest was a veteran ruin delver, René Giraud, that was scouting amongst the local ruins for interesting objects for which to mount a proper expedition. René agreed to train Chet in exchange for a sizeable part of the Wilkington library. Chet has now been away to René's home in Absalom for about 3 years and have just returned to Otari to test his own mettle. His hopes are high that he'll be able to restore the family name in no time, with the hauls he's about to find, just around next corner…

Personality
Chet can come of as slightly haughty and stiff, a testament of his family's prominent past, but he is usually polite and correct in most social settings. He is very inquisitive and hungry for knowledge, and offers his own knowledge freely and without condescension towards those with lesser education. He is free-spirited and detests obligations in all forms. His education would have been a problem, if he hadn't had a genuin interest in bettering himself. He sees his drive to perfect his skills as a means to an end, which is to again make the name Wilkington a synonym to prominence in Otari (and Beyond), not for his own fame and renown. He loves to be prepared, and is seldom the one who runs head along into danger, but his caution shouldn't be mistaken for fear. Thrifty to a fault, but won't hesitate to invest in anything that he can foresee will pay off well in the long run.

Apperance
If not particularly tall, he's slender frame and good posture gives the impression of him being quite long. He has long, well kept raven hair, framing an expressive face with high cheekbones, regal nose and big ears. He is most often clean shaved, but likes to vary a bit by sporting a Van Dyke beard or leaving a small soul patch on his chin. He dresses well, but his current attire are very worn and patched. He loves jewellery, such as rings, earrings, wrist bands etc, but if one would take a closer look, it would be quite obvious that most of the items are inexpensive knick-knacks.

2024-05-13 22:20 · perkko

Treasures Found

2 thieves tools
1+ potency rune
Fear gem (one use for weapon)

2024-05-13 22:19 · perkko

Emile Brouchard


Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 19

Race Human
Age 25
Height 6′1″ (185 cm)
Weight 176 lbs (80 kg)
Alignment Lawful Good
Worshiper of Erastil (Family, Farming, Hunting, Trade)
Class Paladin 2
Languages Common

Items

Long sword
Large wooden shield
Scale mail
Backpack
Bedroll
Flint and steel
Hooded lantern
Rope (50 feet)
Waterskin

Magic Items

None.

Potions
None.

Money

Platinum 0
Gold 0
Silver 0
Copper 0

Skills

Skill ranks placed12345678910Total
xDiplomacy 11
xHandle animal
xHeal 1
Intimidate
xKnowledge (nobility) 1
xKnowledge (religion) 1
Perception
xRide
xSense Motive 1
xSpellcraft
Swim
Hit points (no Con)118 19

Special Abilities

Lay on Hands - 1d6, 7 uses
Divine Grace - Chr (+4) to all saves
Smite Evil - Cha bonus (+4) to attacks, paladin level (2) to damage. Vs evil outsider, evil-aligned dragon, or undead, damage on the first successful attack +2 damage/level (+4). Smite evil attacks automatically bypass any DR the creature might possess. While smite evil is in effect, deflection bonus = Charisma modifier (+4) to AC against attacks made by the target of the smite. If target not evil, the smite is wasted with no effect. Smite evil effect remains until the target is dead or the next rest.

Feats

Extra Lay On Hands
Weapon Focus: Long sword

Traits

Noble born: Orlovsky - Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
Sword Scion: You begin play with a longsword sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Background

2024-04-15 18:51 · perkko

Steingrim

Strength 16
Dexterity 16
Constitution 15
Intelligence 12
Wisdom 18
Charisma 7

Race Human
Age 25
Height 6′ (182 cm)
Weight 165 lbs (75 kg)
Alignment Neutral
Worshiper of Gozreh Class Druid 1
Languages Common +1

Items

Backpack
Bedroll
Flint and steel
Hooded lantern
Rope (50 feet)
Waterskin
Club
Scimitar
Wooden shield
Hide armour

Magic Items

None.

Potions
None.

Money

Platinum 0
Gold 0
Silver 0
Copper 0

Skills

Skill ranks placed12345678910Total
Acrobatics
xClimb
XFly 1
xHandel Animal 1
xHeal
xKnowledge (Geography)
xKnowledge (Nature) 1
xPerception 1
xRide
xSpellcraft
xSurvival 1
xSwim 1
Hit points (no Con)9 9

Special Abilities

Animal Companion: Lyra
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Feats

Power attack

Spell focus:conjuration

Traits

Beast of the society

Deft Dodger

Spells

Level 0: 3
Level 1: 2

Background

2024-04-15 18:51 · perkko