Darekun

Lady Kyouran

Jun 14th, 2020
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  1. "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."
  2.  
  3.  
  4.  
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9.  
  10. Lady Shiori Kyouran
  11. Drow
  12. Scholar
  13. Grey Mage 5th
  14. CN
  15.  
  16. WIS: 18(+4)
  17. DEX: 16(+3)
  18. INT: 16(+3)
  19. CHA: 11(±0)
  20. CON: 10(±0)
  21. STR: 7(-2)
  22.  
  23. Initiative: +3
  24. BAB: +3
  25. Grapple: +1 (-2 STR)
  26.  
  27. Base ATT Other Save
  28. +1 ±0 +1 Fort: +2
  29. +4 +3 +1 Ref: +8
  30. +4 +4 +1 Will: +9
  31.  
  32. AC: 17 (+3 DEX, +4 mithril chain shirt)
  33. FF: 14 (+4 mithril chain shirt)
  34. Tou: 13 (+3 DEX)
  35. FF Tou: 10
  36. HP: 20/20
  37.  
  38. Land Speed: 30'
  39.  
  40. Languages: Common, Elven, Undercommon, Draconic, Abyssal, Gnome, Orcish, Giant
  41.  
  42.  
  43. SP Ranks ATT Other Skill
  44. 8 8 ±0 —— Concentration: +8
  45. 8 8 ±0 +4 Diplomacy: +12
  46. 8 8 +3 +2 Hide: +13
  47. 8 8 +3 —— Knowledge: Arcana: +11
  48. 6 6 +3 —— Knowledge: Nobility And Royalty: +9
  49. 8 8 +3 +2 Move Silently: +13
  50. 8 8 +3 +2 Search: +13
  51. 8 8 +3 —— Sense Motive: +11
  52. 8 8 +3 +2 Spellcraft: +13 (+2 to decipher scrolls)
  53. 8 8 +3 +2 Spot: +13
  54. 8 8 -2 —— Swim: +6
  55. 8 8 ±0 —— Use Magic Device: +8 (+2 with scrolls)
  56. 0 0 +3 +2 Listen: +5
  57. 0 0 +3 —— Survival: +3 (+2 to follow tracks)
  58.  
  59.  
  60. Proficiency: Simple Weapons, Light Armor, hand crossbow, rapier, short sword, sap, shortbow
  61. Feats
  62. 1st Stealthy
  63. 3rd Improved Initiative
  64. Eye On: Augment Summoning, Magical Aptitude
  65.  
  66. Darkvision (Ex): 60'
  67. immune to magic sleep effects
  68. Secret/Concealed Doors
  69. Light Blindness
  70. Dancing Lights 1/day
  71. Evasion
  72. Rebuke Undead
  73. Sneak Attack +3D6
  74. Summoning Domain: +2 caster level for Conjuration(summoning/calling) spells
  75. Trap Sense +1
  76. Trapfinding
  77. Uncanny Dodge
  78.  
  79. Spells
  80. Prepped: Detect Magic, Light, Touch Of Fatigue, Obscuring Mist, Sleep, `, `, Summon Monster II
  81. Default: Detect Magic, Light, Touch Of Fatigue, Obscuring Mist, Sleep, Sleep, Summon Monster I, `, `, Summon Monster II
  82. 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
  83. 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
  84. 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
  85.  
  86. Range Attack Damage Crit Type Weapon
  87. 10' RI +6 1D4-2 19-20/×2 Piercing or Slashing Dagger, thrown
  88. Melee +1 1D4-2 19-20/×2 Piercing or Slashing Dagger
  89. Melee +1 1D4-2 20/×2 NL Bludgeoning unarmed
  90.  
  91. AC DEX ACP Armor
  92. +4 +4 -1 Mithril Chain Shirt
  93.  
  94. Clothes: Explorer's Outfit
  95.  
  96. #char Gold
  97. #accu .01
  98. #unit gp=1
  99. #unit sp=.1
  100. #unit cp=.01
  101. 8 995gp
  102. 5gp Signet Ring
  103. 96gp Noble Jewelry - 4gp
  104. 1 100gp Mithril Chain Shirt
  105. 1 000gp Cloak Of Resistance +1
  106. 2 000gp Rod Of Magic Missile
  107. 5gp Spell Component Pouch
  108. 2 000gp Handy Haversack
  109. Central
  110. 1 000gp Rod Of Cure Minor Wounds
  111. 1 000gp Rod Of Inflict Minor Wounds
  112. 2gp Dagger, cold iron
  113. 20gp Dagger, alchemical silver
  114. 1sp Sack
  115. 75gp Noble's Outfit
  116. Left
  117. 1sp Bedroll
  118. 1gp Belt Pouch
  119. 91gp cash
  120. 11sp cash
  121. 10cp cash
  122. 1sp Sack
  123. 1gp Flint & Steel
  124. 10cp Chalk ×10
  125. 1sp Sack
  126. 8gp Ink Vial
  127. 1sp Inkpen
  128. Right
  129. 4gp Parchment ×20
  130. 150gp Scroll Of Rope Trick(arcane)
  131. 300gp Scroll Of Lesser Restoration ×2
  132. 50gp Scroll Of Comprehend Languages ×2
  133. 25gp Scroll Of Longstrider
  134. 25gp Scroll Of Message(arcane) ×2
  135. 12g5sp Scroll Of Purify Food And Drink
  136. 12g5sp Scroll Of Create Water
  137. 1sp Sack
  138. 1gp Waterskin
  139. 50sp Trail Rations ×10
  140. 1gp Belt Pouch
  141. 4gp Replica Noble Ring
  142. 1sp Sack
  143.  
  144. #char Encumbrance
  145. #accu .1
  146. #unit pd=1
  147. 23pd Light Encumbrance
  148. 12.5pd Mithril Chain Shirt
  149. 2pd Spell Component Pouch
  150. 5pd Handy Haversack
  151. 3.5pd (spare)
  152.  
  153. #char Handy Haversack (Central)
  154. #accu .1
  155. #unit pd=1
  156. 80 Large Central Portion
  157. 1pd Dagger, cold iron
  158. 1pd Dagger, alchemical silver
  159. .5pd Sack
  160. 10pd Noble's Outfit
  161. 67.5pd (spare)
  162.  
  163. #char Handy Haversack (Left)
  164. #accu .1
  165. #unit pd=1
  166. 20 Side Pouch
  167. 5pd Bedroll
  168. .5pd Belt Pouch (cash)
  169. .5pd Sack (survival)
  170. .5pd Sack (ink gear)
  171. 13.5pd (spare)
  172.  
  173. #char Handy Haversack (Right)
  174. #accu .1
  175. #unit pd=1
  176. 20 Side Pouch
  177. (parchment, scrolls)
  178. .5pd Sack
  179. 4pd Waterskin
  180. 10pd Trail Rations ×10
  181. .5pd Belt Pouch (odds)
  182. .5pd Sack (ends)
  183. 4.5pd (spare)
  184.  
  185.  
  186.  
  187. Drow
  188. • -2 CON, +2 DEX, +2 INT.
  189. • Type: Humanoid (Elf).
  190. • Size: Medium.
  191. • Base Land Speed: 30'
  192. • Weapon Proficiency: hand crossbow, rapier, short sword
  193. • Dancing Lights (Sp): 1/day, caster level equals character level.
  194. • Darkvision (Ex): 60'
  195. • Immune to magic sleep effects.
  196. • 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.
  197. • +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.
  198. • Automatic Languages: Common, Elven, Undercommon.
  199. • Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
  200. • Favored Class: Cleric
  201. • Can take the Drow racial class(1 level).
  202.  
  203. Drow
  204. This racial class has one level, granting:
  205. • +2 CHA
  206. • The drow's darkvision increases to 120'.
  207. • Spell-Like Abilities: Faerie Fire 1/day, Darkness 1/day. Caster level equals character level.
  208. • Spell Resistance (Su): [11 + Character Level]
  209. • +2 racial bonus on Will saves against spells and spell-like abilities.
  210.  
  211. Grey Mage
  212. • HD Type: D6
  213. • BAB: ¾
  214. • Fort: Low
  215. • Ref: High
  216. • Will: High
  217. • SP/Lev: 8
  218. • 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)
  219. • 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.
  220. • Sneak Attack: +[Level / 2]D6, round up
  221. • Spells: prepared divine, WIS
  222. • Trap Sense: +[Level / 3], round down
  223. • Trapfinding
  224. • 2nd: Evasion, plus choose one:
  225. — Turn Undead(not if *E)
  226. — Rebuke Undead(not if *G)
  227. — a second domain
  228. — Summon Familiar
  229. • 4th: Uncanny Dodge
  230. • 8th: Improved Uncanny Dodge
  231. • 10th, 13th, 16th, 19th: Rogue Special Ability
  232.  
  233. Summoning Domain
  234. Granted Powers: Add +2 to your caster level for all Conjuration(summoning) or Conjuration(calling) spells.
  235. 1st: Summon Monster I
  236. 2nd: Summon Monster II
  237. 3rd: Summon Monster III
  238. 4th: Planar Ally, Lesser
  239. 5th: Summon Monster V
  240. 6th: Planar Ally
  241. 7th: Summon Monster VII
  242. 8th: Planar Ally, Greater
  243. 9th: Gate
  244.  
  245.  
  246.  
  247. Fiendish Medium Monstrous Centipede
  248. Medium Magical Beast (Extraplanar)
  249. HD: 1D8 (4 HP)
  250. Initiative: +2
  251. Speed: 40'(8 squares), climb 40'
  252. AC: 14 (+2 DEX, +2 natural), touch 12, flat-footed 12
  253. BAB: +0
  254. Grapple: -1
  255. Standard Attack: Bite +2 melee (1D6-1 plus poison)
  256. Space/Reach: 5'/5'
  257. Special Attacks: Poison, Smite Good (Su) 1/day
  258. Special Qualities: Darkvision: 60', ER: 5 vs Cold, ER: 5 vs Fire, SR: 6, vermin traits
  259. Saves: Fort +2, Ref +2, Will +0
  260. Attributes: STR 9, DEX 15, CON 10, INT 3, WIS 10, CHA 2
  261. Skills: Climb +10, Hide +10, Spot +4
  262. Bonus Feat: Weapon Finesse
  263. Organization: Solitary or colony (2-5)
  264. CR: ½
  265. Advancement: ——
  266. Level Adjustment: ——
  267.  
  268. Poison: Fort DC: 10, 1D3 DEX/1D3 DEX
  269. Smite Good (Su) 1/day: Make a normal melee attack to deal +1 damage to a good foe.
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