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- "It seems they know Flower, and expected her to obey them. They told her to come with them, by name, and admonished her for endangering them."
- Lady Shiori Kyouran is the third child of the Kyouran family — minor feudal lords in eastern Tatsumasa, once illustrious, now fallen into poverty. In their poverty, they could not resist Lady Teichi's expansion, and Shiori's grandfather is said to have suicided in disgrace shortly after surrendering. However, Kyouran vassalage to Lady Teichi is still a reality.
- Lady Teichi is not one to waste resources, and she's provided some support to the Kyouran. Shiori's elder brother and sister were given small fiefs in strategic locations, partly to guard them, but these fiefs do provide the Kyouran additional income. Shiori's parents Akira and Midori resent Lady Teichi for this support. But Shiori always felt more duty than affection for the Kyouran leadership, so when approached to support Lady Teichi's name among the Kyouran, Shiori gladly accepted.
- Lady Kyouran is trained in magic and noble arts… and also in certain ignoble things she picked up among nobles. She's thus well-trained in living within this deontological society, despite being firmly consequentialist.
- Lady Kyouran has blue-black skin, lilac(left) and red(right) eyes, and stark white hair. She's 5' even, 110pd. Adventuring, her look is dominated by a grey cloak, with a big floppy hat for the sun. At her hip is light crossbow, drawn but not loaded. On business in polite society, she cleans up nicely indeed; among other things, she has her noble jewelry, and a noble dress in her haversack.
- Lady Shiori Kyouran
- Drow
- Scholar
- Grey Mage 5th
- CN
- WIS: 18(+4)
- DEX: 16(+3)
- INT: 16(+3)
- CHA: 11(±0)
- CON: 10(±0)
- STR: 7(-2)
- Initiative: +3
- BAB: +3
- Grapple: +1 (-2 STR)
- Base ATT Other Save
- +1 ±0 +1 Fort: +2
- +4 +3 +1 Ref: +8
- +4 +4 +1 Will: +9
- AC: 17 (+3 DEX, +4 mithril chain shirt)
- FF: 14 (+4 mithril chain shirt)
- Tou: 13 (+3 DEX)
- FF Tou: 10
- HP: 20/20
- Land Speed: 30'
- Languages: Common, Elven, Undercommon, Draconic, Abyssal, Gnome, Orcish, Giant
- SP Ranks ATT Other Skill
- 8 8 ±0 —— Concentration: +8
- 8 8 ±0 +4 Diplomacy: +12
- 8 8 +3 +2 Hide: +13
- 8 8 +3 —— Knowledge: Arcana: +11
- 6 6 +3 —— Knowledge: Nobility And Royalty: +9
- 8 8 +3 +2 Move Silently: +13
- 8 8 +3 +2 Search: +13
- 8 8 +3 —— Sense Motive: +11
- 8 8 +3 +2 Spellcraft: +13 (+2 to decipher scrolls)
- 8 8 +3 +2 Spot: +13
- 8 8 -2 —— Swim: +6
- 8 8 ±0 —— Use Magic Device: +8 (+2 with scrolls)
- 0 0 +3 +2 Listen: +5
- 0 0 +3 —— Survival: +3 (+2 to follow tracks)
- Proficiency: Simple Weapons, Light Armor, hand crossbow, rapier, short sword, sap, shortbow
- Feats
- 1st Stealthy
- 3rd Improved Initiative
- Eye On: Augment Summoning, Magical Aptitude
- Darkvision (Ex): 60'
- immune to magic sleep effects
- Secret/Concealed Doors
- Light Blindness
- Dancing Lights 1/day
- Evasion
- Rebuke Undead
- Sneak Attack +3D6
- Summoning Domain: +2 caster level for Conjuration(summoning/calling) spells
- Trap Sense +1
- Trapfinding
- Uncanny Dodge
- Spells
- Prepped: Detect Magic, Light, Touch Of Fatigue, Obscuring Mist, Sleep, `, `, Summon Monster II
- Default: Detect Magic, Light, Touch Of Fatigue, Obscuring Mist, Sleep, Sleep, Summon Monster I, `, `, Summon Monster II
- Cantrip(3/day): Create Water, Cure Minor Wounds, Detect Magic, Ghost Sound, Guidance, Light, Mending, Purify Food And Drink, Read Magic, Touch Of Fatigue, save DC: 14
- 1st(3+1/day): Bless, Burning Hands, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Endure Elements, Obscuring Mist, Protection From Chaos, Protection From Evil, Protection From Good, Protection From Law, Sleep, Summon Monster I(domain), save DC: 15
- 2nd(2+1/day): Aid, Animal Trance, Bear's Endurance, Bewildering Substitution, Bewildering Visions, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkness, Delay Poison, Interfaith Blessing, Invisibility, Mirror Image, Resist Energy, Scorching Ray, See Invisibility, Web, Summon Monster II(domain), save DC: 16
- Range Attack Damage Crit Type Weapon
- 10' RI +6 1D4-2 19-20/×2 Piercing or Slashing Dagger, thrown
- Melee +1 1D4-2 19-20/×2 Piercing or Slashing Dagger
- Melee +1 1D4-2 20/×2 NL Bludgeoning unarmed
- AC DEX ACP Armor
- +4 +4 -1 Mithril Chain Shirt
- Clothes: Explorer's Outfit
- #char Gold
- #accu .01
- #unit gp=1
- #unit sp=.1
- #unit cp=.01
- 8 995gp
- 5gp Signet Ring
- 96gp Noble Jewelry - 4gp
- 1 100gp Mithril Chain Shirt
- 1 000gp Cloak Of Resistance +1
- 2 000gp Rod Of Magic Missile
- 5gp Spell Component Pouch
- 2 000gp Handy Haversack
- Central
- 1 000gp Rod Of Cure Minor Wounds
- 1 000gp Rod Of Inflict Minor Wounds
- 2gp Dagger, cold iron
- 20gp Dagger, alchemical silver
- 1sp Sack
- 75gp Noble's Outfit
- Left
- 1sp Bedroll
- 1gp Belt Pouch
- 91gp cash
- 11sp cash
- 10cp cash
- 1sp Sack
- 1gp Flint & Steel
- 10cp Chalk ×10
- 1sp Sack
- 8gp Ink Vial
- 1sp Inkpen
- Right
- 4gp Parchment ×20
- 150gp Scroll Of Rope Trick(arcane)
- 300gp Scroll Of Lesser Restoration ×2
- 50gp Scroll Of Comprehend Languages ×2
- 25gp Scroll Of Longstrider
- 25gp Scroll Of Message(arcane) ×2
- 12g5sp Scroll Of Purify Food And Drink
- 12g5sp Scroll Of Create Water
- 1sp Sack
- 1gp Waterskin
- 50sp Trail Rations ×10
- 1gp Belt Pouch
- 4gp Replica Noble Ring
- 1sp Sack
- #char Encumbrance
- #accu .1
- #unit pd=1
- 23pd Light Encumbrance
- 12.5pd Mithril Chain Shirt
- 2pd Spell Component Pouch
- 5pd Handy Haversack
- 3.5pd (spare)
- #char Handy Haversack (Central)
- #accu .1
- #unit pd=1
- 80 Large Central Portion
- 1pd Dagger, cold iron
- 1pd Dagger, alchemical silver
- .5pd Sack
- 10pd Noble's Outfit
- 67.5pd (spare)
- #char Handy Haversack (Left)
- #accu .1
- #unit pd=1
- 20 Side Pouch
- 5pd Bedroll
- .5pd Belt Pouch (cash)
- .5pd Sack (survival)
- .5pd Sack (ink gear)
- 13.5pd (spare)
- #char Handy Haversack (Right)
- #accu .1
- #unit pd=1
- 20 Side Pouch
- (parchment, scrolls)
- .5pd Sack
- 4pd Waterskin
- 10pd Trail Rations ×10
- .5pd Belt Pouch (odds)
- .5pd Sack (ends)
- 4.5pd (spare)
- Drow
- • -2 CON, +2 DEX, +2 INT.
- • Type: Humanoid (Elf).
- • Size: Medium.
- • Base Land Speed: 30'
- • Weapon Proficiency: hand crossbow, rapier, short sword
- • Dancing Lights (Sp): 1/day, caster level equals character level.
- • Darkvision (Ex): 60'
- • Immune to magic sleep effects.
- • Light Blindness (Ex): Abrupt exposure to bright light(such as sunlight or a Daylight spell) blinds a drow for 1 round. On subsequent rounds, so long as they remain in the affected area, they're dazzled.
- • +2 racial bonus on Listen, Search, and Spot checks. Furthermore, an elf who merely passes within 5' of a secret or concealed door is entitled to a Search check to notice it as if actively looking for it.
- • Automatic Languages: Common, Elven, Undercommon.
- • Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
- • Favored Class: Cleric
- • Can take the Drow racial class(1 level).
- Drow
- This racial class has one level, granting:
- • +2 CHA
- • The drow's darkvision increases to 120'.
- • Spell-Like Abilities: Faerie Fire 1/day, Darkness 1/day. Caster level equals character level.
- • Spell Resistance (Su): [11 + Character Level]
- • +2 racial bonus on Will saves against spells and spell-like abilities.
- Grey Mage
- • HD Type: D6
- • BAB: ¾
- • Fort: Low
- • Ref: High
- • Will: High
- • SP/Lev: 8
- • Class Skills: Appraise(INT), Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft: *(INT), Decipher Script(INT), Diplomacy(CHA), Disable Device(INT), Disguise(CHA), Escape Artist(DEX), Forgery(INT), Gather Information(CHA), Handle Animal(CHA), Heal(WIS), Hide(DEX), Intimidate(CHA), Jump(STR), Knowledge: *(INT), Listen(WIS), Move Silently(DEX), Open Lock(DEX), Perform: *(CHA), Profession: *(WIS), Search(INT), Sense Motive(WIS), Sleight Of Hand(DEX), Spellcraft(INT), Spot(WIS), Survival(WIS), Swim(STR), Tumble(DEX), Use Magic Device(CHA), Use Rope(DEX)
- • Domain: A grey mage has a clerical domain, and a 1st-level domain spell slot. As they gain higher spell levels, they gain a domain spell slot for each.
- • Sneak Attack: +[Level / 2]D6, round up
- • Spells: prepared divine, WIS
- • Trap Sense: +[Level / 3], round down
- • Trapfinding
- • 2nd: Evasion, plus choose one:
- — Turn Undead(not if *E)
- — Rebuke Undead(not if *G)
- — a second domain
- — Summon Familiar
- • 4th: Uncanny Dodge
- • 8th: Improved Uncanny Dodge
- • 10th, 13th, 16th, 19th: Rogue Special Ability
- Summoning Domain
- Granted Powers: Add +2 to your caster level for all Conjuration(summoning) or Conjuration(calling) spells.
- 1st: Summon Monster I
- 2nd: Summon Monster II
- 3rd: Summon Monster III
- 4th: Planar Ally, Lesser
- 5th: Summon Monster V
- 6th: Planar Ally
- 7th: Summon Monster VII
- 8th: Planar Ally, Greater
- 9th: Gate
- Fiendish Medium Monstrous Centipede
- Medium Magical Beast (Extraplanar)
- HD: 1D8 (4 HP)
- Initiative: +2
- Speed: 40'(8 squares), climb 40'
- AC: 14 (+2 DEX, +2 natural), touch 12, flat-footed 12
- BAB: +0
- Grapple: -1
- Standard Attack: Bite +2 melee (1D6-1 plus poison)
- Space/Reach: 5'/5'
- Special Attacks: Poison, Smite Good (Su) 1/day
- Special Qualities: Darkvision: 60', ER: 5 vs Cold, ER: 5 vs Fire, SR: 6, vermin traits
- Saves: Fort +2, Ref +2, Will +0
- Attributes: STR 9, DEX 15, CON 10, INT 3, WIS 10, CHA 2
- Skills: Climb +10, Hide +10, Spot +4
- Bonus Feat: Weapon Finesse
- Organization: Solitary or colony (2-5)
- CR: ½
- Advancement: ——
- Level Adjustment: ——
- Poison: Fort DC: 10, 1D3 DEX/1D3 DEX
- Smite Good (Su) 1/day: Make a normal melee attack to deal +1 damage to a good foe.
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